WO2001011852A2 - Managing negotiations between users of a computer network - Google Patents

Managing negotiations between users of a computer network Download PDF

Info

Publication number
WO2001011852A2
WO2001011852A2 PCT/US2000/021186 US0021186W WO0111852A2 WO 2001011852 A2 WO2001011852 A2 WO 2001011852A2 US 0021186 W US0021186 W US 0021186W WO 0111852 A2 WO0111852 A2 WO 0111852A2
Authority
WO
WIPO (PCT)
Prior art keywords
proposal
user
counterproposal
message
parameters
Prior art date
Application number
PCT/US2000/021186
Other languages
French (fr)
Other versions
WO2001011852A3 (en
Inventor
Harry W. Morris
Robert G. Watkins
Original Assignee
America Online, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by America Online, Inc. filed Critical America Online, Inc.
Priority to EP00955345A priority Critical patent/EP1198944A2/en
Priority to AU67564/00A priority patent/AU6756400A/en
Priority to CA002381174A priority patent/CA2381174C/en
Priority to JP2001515603A priority patent/JP2003506783A/en
Publication of WO2001011852A2 publication Critical patent/WO2001011852A2/en
Publication of WO2001011852A3 publication Critical patent/WO2001011852A3/en

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations
    • H04L12/18Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
    • H04L12/1813Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
    • H04L12/1818Conference organisation arrangements, e.g. handling schedules, setting up parameters needed by nodes to attend a conference, booking network resources, notifying involved parties
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/02Protocols based on web technology, e.g. hypertext transfer protocol [HTTP]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/14Session management
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/24Negotiation of communication capabilities
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/30Definitions, standards or architectural aspects of layered protocol stacks
    • H04L69/32Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
    • H04L69/322Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
    • H04L69/329Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L9/00Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols
    • H04L9/40Network security protocols
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]

Definitions

  • This invention relates to managing communications between users of a computer network.
  • microprocessors both computing speed and miniaturization ⁇ computer operating systems and interfaces (e.g., Windows, Macintosh, and Unix), and Internet browsers (e.g., Netscape Navigator) .
  • Internet browsers e.g., Netscape Navigator
  • An online forum is a communications interchange in which people may communicate with others through successive electronic transmissions between respective computer systems.
  • An online forum, or any other type of distributed computer services may be implemented on a distributed computer system such as that shown in FIG. 1.
  • Forum participants (equivalently, users of the computer services) typically are scattered across a large geographical area and communicate with one or more central server systems 100 through respective client systems 102 (e.g., a personal or laptop computer).
  • client systems 102 e.g., a personal or laptop computer.
  • the server system 100 typically will not be a single monolithic entity but rather will be a network of interconnected server computers, possibly physically dispersed from each other, each dedicated to its own set of duties and/or to a particular geographic region. In such a case, the individual servers are interconnected by a network of communication links, in known fashion.
  • One such server system is "America Online” from America Online Incorporated of Virginia (AOL) .
  • Each client system 102 runs client software that allows it to communicate in a meaningful manner with corresponding software running on the server system 100.
  • the client systems 102 communicate with the server system 100 through various channels, such as a modem 104 connected to a telephone line 106 or a direct Internet connection using a transfer protocol such as Transfer Control Protocol/Internet Protocol (TCP/IP) .
  • TCP/IP Transfer Control Protocol/Internet Protocol
  • the server system 100 is responsible for receiving input from the client systems 102, manipulating the collective body of input information (and possibly information from other sources) into a useful format, and retransmitting the formatted information back to one or more clients 102 for presentation on an output device, such as a display screen.
  • a chat room is a virtual space (i.e., an electronic channel) in which some specific communications activity is ongoing.
  • the activity is an application, such as a computer game.
  • the activity is a simple conversation, or "chat session", between the participants.
  • a chat room 200 is illustrated, in which the various participants 204 (e.g.,
  • “Allens9”, "JOSHUAALEX” , etc.) may enter text which appears in a scrolling text window 202 on each participant's computer display screen.
  • the chat room 200 has 22 participants whose identities (or "screen names") are listed in a scrolling window 210.
  • a participant 204 may respond to the comment of another participant 204 by entering a line of text in an edit box 206 and activating (e.g., by clicking with a pointer device, such as a mouse) a SEND button 208.
  • the text in the scrolling text window 202 scrolls upwards and the newly entered line of text is displayed at the bottom of the scrolling text window 202.
  • the last participant to enter a comment was JOSHUAALEX, who typed "TEXAS”.
  • the chat room 200 shown in FIG. 2 is "public", meaning that it is generally open to any user of the online service who accesses it, and it typically has multiple participants who were placed in the chat room by the computer-service provider and who most likely never have met or conversed with one another before.
  • a comment by a participant in a public forum may be seen by all of the participants of the chat room. If a participant desires some privacy, that participant may open and enter a "private" chat room (for example, by clicking on a "Private Room” button 212) , and thereafter invite one or more other participants to enter the private chat room, which can be accessed exclusively by the originators and their invitees.
  • participants Once in a private forum, participants may communicate with one another without fear that uninvited participants will be able to see their comments. It is also possible to have a semi- public chat room, which is open to a specified group of users.
  • AOL has created the AOL Instant Messenger (AIMTM) system.
  • AIMTM AOL Instant Messenger
  • the AIM system allows a user to create an electronic messaging medium known as a "Buddy List”TM of others (such as friends and family) with whom the user often interacts while online and send instant messages (IMs) to those users.
  • the AIM system automatically informs the user whenever a member of that user's buddy list is online.
  • the two buddies can communicate directly (i.e., chat) because they both are online and are aware of each other's presence.
  • AOL's creation of the Evil concept is an attempt to remedy this and other types of abuse. If a user perceives that another user is behaving badly (e.g., repeatedly sending unwanted IMs) , the offended user can "evil", or warn, the misbehaving user, thereby increasing the misbehaving user's Evil level.
  • the effect of eviling a user typically is small but cumulative. Over time, if a user has been eviled a sufficient number of times, that user's ability to use system resources (e.g., send IMs) will be deliberately slowed as a punishment. If the abuse continues and even more eviling occurs, the abuser eventually can be involuntarily logged off the computer network.
  • chat rooms Although it is possible for a chat room to be completely free-form dialogue on any subject, it is common for chat rooms to be organized around a specific subject for discussion.
  • the proliferation of the chat room phenomenon has created a need for a mechanism to optimally arrange a chat room environment to meet the needs of the users. For example, a given user might desire to have a private conversation with a specific group of three other users on a particular subject. Alternatively, the user might wish to play a particular computer game jointly with two friends, each located at a different remote site.
  • the user can either 1) find an existing chat room where the desired activity is ongoing and attempt to join in, but not necessarily having any control over the identities or number of other participants; or 2) send an IM or e-mail message to the other users with whom the user wishes to engage in the activity and invite them to do so.
  • the inviting user will receive either no response at all (e.g., if the recipient ignores the invitation) or a binary response (i.e., yes or no) to the invitation.
  • a protocol referred to as the "Rendezvous" protocol, is designed to facilitate interactions between users of a computer network by transmitting a first user's proposal for an activity to another user.
  • the proposal may include one or more parameters descriptive of the proposed activity.
  • a response such as an acceptance, a rejection, or a counterproposal, is received from the other user. Depending on the received response, the users may or may not selectively engage in the proposed activity.
  • One such activity could be an online "chat" session, and a typical set of parameters for a proposal to chat could include a proposed topic on which the chat session will be focused and a proposed channel in which the chat session will take place.
  • Another typical activity could be an online computer game, and the specified parameters could identify proposed participants in the game.
  • An acceptance indicates agreement to all parameters of the proposal.
  • a rejection indicates disagreement with at least one parameter of the proposal .
  • a counterproposal indicates an offer to modify one or more of the proposal parameters. If a counterproposal is made, a further response to the counterproposal can be made, and this response also can be an acceptance, a rejection, or yet another counterproposal. This sequence may occur indefinitely until acceptance or rejection occurs .
  • a cancellation of a proposal or counterproposal may be issued by the user that originally made the proposal or counterproposal, so long as this occurs prior to the receipt of a response.
  • a cancellation should include a reason for the cancellation.
  • issuing a rejection a user may indicate that the proposal is being ignored, either explicitly or implicitly (by inaction) .
  • the protocol allows users to transmit messages, referred to as "Evil” messages, registering displeasure with any proposal, counterproposal, or acceptance.
  • An Evil message has a cumulative (and potentially exponential) effect upon a recipient's ability to access the computer system's resources.
  • One objective of the protocol is to help online users produce an optimal environment for an activity by enabling them to negotiate the parameters of the activity until agreement is reached. Typical activities include exchanging voice messages, playing an online game, finding a route from one client computer to another, transferring files, direct instant messaging, exchanging avatars, participating in a chat room, or engaging in collaborative project development.
  • the protocol lends itself to a negotiation of a sale/purchase of goods or services, or intangible property. Parameters of such a negotiation might typically include price, model, style, color, delivery details, and warranty details.
  • a rejection message may indicate a reason for the rejection.
  • Typical reasons include the following: the proposed activity is unsupported by a client computer associated with a recipient of the proposal; the proposed activity was denied by a recipient of the proposal; a recipient of the proposal explicitly ignored the proposal; the proposal timed out; or the proposal message could not be understood.
  • the Rendezvous protocol is implemented as computer software potentially within a larger computer software application.
  • the protocol software is tangibly embodied in a computer-readable medium or propagated carrier signal.
  • the protocol software contains instructions to allow the computer system to conduct an online negotiation session.
  • the techniques and mechanisms described here may provide one or more of the following advantages .
  • the Rendezvous protocol provides users with the ability to negotiate characteristics of an interactive online environment (chat session, online game, etc.). As a result, users can tailor and optimize their online environments so that they are mutually agreeable to all participants. This optimization typically occurs prior to inception of the environment undergoing negotiation. Consequently, users can engage in environments of their own choosing and according to their own desires, and without encountering unwanted or undesirable circumstances or participants.
  • FIG. 1 shows a prior art distributed computer system of the type used for providing online computer services.
  • FIG. 2 is a screen shot showing an example of a prior art online computer chat room forum.
  • FIG. 3 is a flowchart illustrating a protocol for a negotiation process.
  • FIG. 4 is a table of state transition values.
  • FIG. 5 is a diagram illustrating the data format of a negotiation protocol message.
  • FIG. 6 is a table of data values for data fields in a negotiation protocol.
  • FIG. 7 is a table of parameters for a TLV field within a negotiation protocol message.
  • FIG. 8 is a diagram illustrating a data format of a Client Error message.
  • FIG. 9 is a table of data values for a Client Error Code data field.
  • FIG. 10 is a screen shot showing an example of how a Chat proposal message appears to the online computer user who originates the proposal .
  • FIG. 11 is a screen shot showing an example of how a Chat proposal message appears to the online computer user who receives the proposal.
  • FIG. 12 is a screen shot showing an example of how a Client Error (rejection) message appears to the online computer user who rejects the proposal.
  • FIG. 13 is a screen shot showing an example of how a Client Error (rejection) message appears to the online computer user who originated the proposal being rejected.
  • FIG. 14 is a screen shot showing an example of how a File Transfer proposal message appears to the online computer user who receives the proposal.
  • FIG. 15 illustrates an example of how a Direct Play (computer game) proposal message would appear to the online computer user who originates the proposal .
  • FIG. 16 illustrates an example of how a Direct Play counterproposal message would appear to the online computer user who received the original proposal and who responds with a counterproposal .
  • the present inventors have developed a negotiation protocol - referred to as the "Rendezvous" protocol - that provides a mechanism for negotiating between two or more computer users to arrange a mutually beneficial communication or multi-user interaction environment.
  • One implementation of the Rendezvous protocol is in the AOL Instant Messenger (AIM) system, which allows users of a computer network to exchange instant messages (IMs) or to engage in a "chat" session, and further informs a user when any of that user's buddies are online in order to facilitate direct conversation.
  • AIM AOL Instant Messenger
  • the Rendezvous protocol provides a general framework that software developers can use to implement various user-negotiation functionality in software applications.
  • the AIM system which allows users to chat, send IMs back and forth, and transfer files, represents one specific application of the Rendezvous protocol.
  • the Rendezvous protocol typically operates within the standard TCP/IP protocol, but any suitable protocol other than TCP/IP may be used instead. In this regard, protocols facilitating a reliable connection are preferable .
  • the Rendezvous protocol adds a rich body of flexibility to the event of chatting or otherwise interacting with another user. It recognizes that a user may wish to engage in a particular activity under specific circumstances for example, playing a computer game with certain other players, or discussing a particular subject in a private chat room. Rendezvous uses "flea market -style" negotiation as a model for negotiating parameters of the interaction environment. Among others, the types of parameters that users may wish to control include the number of other participants and the identities of those participants. For example, perhaps a user enjoys playing bridge while online, but only with three specific individuals; or perhaps a user desires to communicate with other computer game enthusiasts about a new online game.
  • the Rendezvous protocol allows a user to propose a communication session subject to such parameters. Further, Rendezvous allows recipients of such proposals not only to accept or reject the proposal, but also to respond with a counterproposal that modifies one or more of the proposed parameters.
  • the Rendezvous protocol serves as the underlying structure of the AIM system.
  • a basic message between buddies in the AIM system is referred to as an Inter-Client Basic Message, abbreviated ICBM.
  • ICBMs are said to contain "payloads," which hold the informational content of an ICBM.
  • An Instant Message (IM) which effectively is like an e-mail message that will be instantly displayed to the recipient, is an example of an ICBM payload.
  • IM Instant Message
  • a Rendezvous-based message is another example of an ICBM payload.
  • a user might employ the evil capability against another user in an instance in which the user was annoyed by an action taken by that other user that affected the first user. For example, suppose that a first user sends a series of IMs to a buddy (a second user) , but after the third message, the buddy sends a message back requesting that the first user stop bothering the second user with all these boring messages. Despite this, the first user continues to send messages . The second user becomes annoyed and decides to evil, or warn, the sender. Evil can be employed generally on any ICBM. (It is noted that because a Client Error message is not an ICBM, it cannot be eviled for reasons discussed below.)
  • a process for negotiating parameters using the Rendezvous protocol process is illustrated by the flowchart in FIG. 3.
  • a user who wishes to interact with one or more other users, for example, to set up a particular chat room environment, begins the Rendezvous session by sending a "Proposal" message to a buddy (step 301) .
  • the Proposal message contains the originator's proposal for the desired interaction -- in this example, a specified chat room environment (e.g., topic, participants, etc.) . If at any time after sending a Proposal message (but prior to the negotiation process ending as a result of some other event, such as acceptance or timeout by the recipient), the originator wishes to cancel the proposal, this may be accomplished by sending out a Cancel message (step 303) .
  • a Cancel message allows the originator to provide a reason for the cancellation.
  • the three valid types of Cancel reasons include "unknown", "user request”, and "timeout”.
  • a normal cancellation i.e., the originator changed his mind and does not desire to engage in an interaction, is denoted by specifying the Cancel reason as "user request”.
  • “Timeout” is given as the Cancel reason when the recipient fails to respond to the proposal in a timely manner and the originator gives up on waiting for a response and thus takes the proposal off the table. If the reason for the Cancel message is not known, the Cancel reason field will indicate "unknown”.
  • the recipient of the proposal may respond to the proposal in several different ways (step 305) .
  • One way in which the recipient may respond is to accept the proposal exactly as proposed by sending an Accept message (step 307) .
  • This will cause the Rendezvous session to end successfully and allow the proposal originator and the proposal recipient to engage in the desired interaction (e.g., chat room) activity.
  • the only way that a Rendezvous session can end successfully is by way of an Accept message.
  • the Rendezvous protocol could be implemented such that other conditions (e.g., failure of recipient to object to a proposal under certain circumstances) could result in a successful termination.
  • Another way for the recipient to respond is to reject the proposal by sending a Client Error message (step 309) .
  • a Client Error message has a field that informs the originator of the reason for the rejection. Possible reasons include the following: 1) Proposal unsupported (e.g., recipient's computer is not configured to support)
  • Proposal unsupported is an appropriate reason when the recipient's computer is not configured properly in order to engage in the proposed interaction.
  • Proposal denied is an explicit rejection of the proposal, indicating that the proposal recipient prefers not to engage in the interaction.
  • Proposal ignored indicates that the recipient has actively chosen to ignore the proposal .
  • Proposal timed out indicates that the recipient has failed to respond within a certain amount of time.
  • Bussted parameters denotes that the proposal message itself cannot be understood, e.g., if the proposal message became garbled in transmission and hence cannot be read by the recipient's computer.
  • “Online but not available / busy” is the appropriate response when the recipient might otherwise be interested, but is too busy with other activities at that moment.
  • the recipient would most likely respond with a Client Error message specifying the reason "Online but not available / busy".
  • the recipient can accomplish this by setting a software switch that automatically responds with the "busy" message for each proposal received.
  • a Client Error message is the only type of Rendezvous message that cannot be eviled. All other Rendezvous message types are subject to eviling. The reason for this design decision is that allowing "evil” simply because a user has refused to engage in some interaction does not serve the purpose of "evil", which is to warn a user for abusing the computer resources.
  • the Rendezvous protocol could be implemented such that any one or more of the available messages could be subject to evil, or not, depending on the implementor's objectives.
  • Another possible response by the recipient is to modify the proposal by sending a Propose message back to the originator (step 311) .
  • This message contains a counterproposal by the recipient.
  • This is the basic means by which the two parties haggle over the details of the resultant chat room or other interaction (e.g., one-on-one games) environment. For example, suppose user A desires to play an online computer game of bridge at the expert level with user B. User A proposes this to user B. However, user B prefers the intermediate level to the expert level, so user B sends a counterproposal to user A, proposing that the game be played at intermediate level instead.
  • user X and user Y are involved in a research project together, and they desire to enter a chat room in which their topic is often discussed.
  • User X proposes to user Y that they meet together in a particular chat room that they have previously entered.
  • user Y has heard about a different chat room that may offer better information, so user Y sends a counterproposal back to user X that they instead meet in the new chat room.
  • the recipient of the counterproposal has the same options (i.e., Accept, refuse via Client Error message, or send another counterproposal via a Propose message) as the recipient of the original proposal had upon receiving the original proposal. That is, the counterproposal effectively is treated as a new proposal.
  • the sender of the counterproposal has the option of cancelling the counterproposal via a Cancel message, just as the original proposer had the option of cancelling the original proposal. In this way, the Rendezvous session can continue back and forth until the users either agree on some online activity, or one of them decides to end the session via a Client Error message.
  • a representation of the Rendezvous protocol is provided in the Rendezvous State Transition Table, shown in FIG. 4.
  • State 1 is that of the proposal originator
  • state 2 is that of the proposal recipient
  • state 3 is the end state, in which the Rendezvous session is terminated.
  • state 1 one of five possible events will occur; these are represented by the five substates within state 1.
  • an Accept message i.e., substate 1.1
  • the Rendezvous negotiation is successful, and the users go to substate 3.1, where the Rendezvous session ends and the agreed- upon online activity begins.
  • a Client Error message is received (i.e., substate 1.2)
  • the Rendezvous negotiation is unsuccessful, and the users go to substate 3.2, where the Rendezvous session ends and the users discontinue their interaction.
  • a counterproposal is received (i.e., substate 1.3), that user becomes the proposal recipient with respect to that counterproposal and thus enters state 2.
  • a Time Out substate 1.4
  • a Cancel message is sent (substate 1.5)
  • the negotiation session is cancelled by going to substate 3.3, where the Rendezvous session ends and the users discontinue their interaction.
  • state 2 four possible events can occur; these generally correspond with the five possible events listed in state 1 (the fourth event in state 2 (i.e., substate 2.4) corresponds to either of the fourth (substate 1.4) or fifth
  • the user in State 2 can send either an Accept message (substate 2.1), a Client Error message (substate 2.2), or a counterproposal (substate 2.3).
  • the fourth possibility is the receipt of a Cancel message (substate 2.4) . If an Accept message is sent, the Rendezvous negotiation is successful, and the users go to substate 3.1, where the Rendezvous session ends and the agreed-upon online activity begins. If a Client Error message is sent, the Rendezvous negotiation is unsuccessful, and the users go to substate 3.2, where the Rendezvous session ends and the users discontinue their interaction. If a counterproposal is sent, that user becomes the proposal originator and thus enters state 1. If a Cancel message is received, the negotiation session is cancelled by going to substate 3.3, where the Rendezvous session ends and the users discontinue their interaction.
  • the Rendezvous session ends in one of three ways.
  • a successful negotiation, substate 3.1 occurs when an Accept message is sent in response to a Proposal message. In this case, the two users will engage in the agreed-upon online interaction.
  • An unsuccessful negotiation, substate 3.2 occurs when a Client Error message is sent in response to a Proposal message. In this case, the users that were involved in the Rendezvous session will discontinue their interaction.
  • a cancelled negotiation, substate 3.3 occurs when a Cancel message is sent after a Proposal message was sent but prior to the receipt of a response. In this case, the users that were involved in the Rendezvous session will discontinue their interaction.
  • the Rendezvous session is ended, as signified by the discontinued use of the Rendezvous "cookie", which is the unique identifier of that specific Rendezvous session.
  • Rendezvous message (except for a Client Error message) is shown in FIG. 5. (Because a Client Error message is not an ICBM, it has its own format, described below.) Because a Rendezvous message is an ICBM payload, and because all ICBMs use the standard TCP/IP protocol, the first two fields 501 and 503 in a Rendezvous message (other than a Client Error Message) are the TCP/IP header and the ICBM header. The ICBM header identifies the message as being a Rendezvous message. The next field 505 defines the Rendezvous Message Type and has a length of two bytes. Valid Message Types include Proposal, Cancel, and
  • the Message Type field can O" for a Proposal message, a "1" for a Cancel message, "2" for an Accept message.
  • the next field 507 in the Rendezvous Message is eight bytes long and is called the Cookie.
  • the Cookie serves as a unique identifier for a specific Rendezvous negotiation session; thus, all ICBMs that are part of the same Rendezvous session have the same Cookie, but a new Rendezvous session will have a new Cookie.
  • the next field 509 is a 64-byte field called a UUID (Universal Unique Identifier) . This field specifies the type of service desired. Referring again to FIG.
  • AOL Talk refers to an AOL-compatible voice system that allows users to exchange audio messages with each other.
  • Direct Play refers to playing an online computer game.
  • File Transfer allows a computer file, such as a document, a spreadsheet, or a pictorial or graphical data file, to be transferred from one user to another.
  • Recorde Finder allows users to find an Internet route for another application in a situation where a "firewall” is blocking the direct route to the desired application (e.g., if a user is online at the workplace, it is common for employers to set up firewalls -- software agents that block designated network traffic).
  • "Direct ICBM” i.e., sending ICBMs through a direct TCP/IP connection between the originator's and recipient's client computers) allows users to exchange IMs directly with each other without having to go through the primary server for the AIM system, thus affording more speed and more privacy.
  • the Direct ICBM capability causes the users to lose the ability to use the "Evil” capability, and it also removes the protection against computer hackers that is normally provided by the primary AIM server.
  • the Direct ICBM capability also may experience problems in penetrating firewalls.
  • "Avatar Exchange” allows a user to exchange an image that typically represents the user's on-screen personality.
  • “Avatar” is the term for this image, and it can be any graphical depiction, such as a cartoon, a drawing, or a photograph.
  • “Chat” refers to a typical online dialogue in a chat room; this is typically performed by typing messages and sending them back and forth.
  • the Rendezvous protocol is not limited to the seven standard service types described above. Possible implementations include allowing user, for example, by accessing a special purpose users interface, to create their own UUIDs and corresponding applications.
  • the next field 511 is a set of ordered triples, each ordered triple consisting of a Type, a Length, and a Value; hence, this field is referred to as the "TLV" field.
  • the TLV field includes up to 15 reserved parameters, plus the application-specific parameters. Referring to FIG. 7, which shows the 15 potential reserved parameters in the Type field and their corresponding numbers, the TLV field contains the information that is specifically being negotiated in the Rendezvous process.
  • the first parameter in the TLV field is the "ICBM Channel” or equivalently, the "Rendezvous Channel". This parameter identifies the kind of ICBM being proposed, such as an online game or a chat .
  • the next three parameters in the TLV field are called "Rendezvous IP Address", "Proposer IP Address”, and "Verified IP Address”.
  • An IP address, or Internet Protocol address is a unique identifier for any computer or virtual location on the Internet.
  • the Rendezvous IP address is the IP address at which the proposed interaction would occur.
  • the Proposer IP Address is the actual IP address of the originator's computer.
  • the Verified IP Address is the IP address of the originator's computer as seen by the primary AIM server.
  • the verified IP address is different from the actual IP address when, as is sometimes the case, the computer associated with the actual IP address is behind an Address Translating Firewall to provide some protection against unauthorized use (i.e., computer hacking) .
  • a verified IP address allows users behind the firewall to communicate with others by having any responses directed to the verified IP address, rather than to the Proposer (i.e., actual) IP Address.
  • the verified IP address also prevents "spoofing", which is the practice of providing another user with a false IP address.
  • the next parameter in the TLV field is called "Port”, which is the value of the Transfer Control Protocol (TCP) port for the Rendezvous Channel. More generally, a "port” is a logical channel identifier used by TCP.
  • Download URL is an instruction to download the software or other data for whatever service is being proposed. Most Internet resources have a URL; URLs are commonly referred to as Web site addresses, although URLs can point to resources other than Web sites. As an example, if the users desire to play a computer game, such as bridge, the bridge software must be downloaded to their personal computer workstations in order to participate in the game. Verify Download URL has the same basic information content as the previous parameter, but it may be added by the primary AIM server for protective reasons.
  • the next parameter in the TLV field is called "Sequence Number” , which is a one-up counter that iterates for each proposal within a specific Rendezvous negotiation session (i.e., all proposals and counterproposals having the same Rendezvous Cookie) .
  • the original proposal is given a sequence number equal to 1, the first counterproposal would be given a sequence number equal to 2, and so forth.
  • the next parameter in the TLV field is called “Cancel Reason”, which indicates the reason that a given Rendezvous negotiation session is being cancelled. Valid reasons (described above) include "unknown", "user request", and "timeout".
  • the next parameter in the TLV field is called “Invitation”. This is an arbitrary text string and is generally used to communicate in human-readable language. For example, suppose user P desires to play a game of online chess with user Q. User P will send a Proposal message to user Q, and the invitation might say, "Hey Q, how about a game of chess?"
  • the last two reserved parameters in the TLV field are called “Invite Mime Character Set” and “Invite Mime Language”. These parameters specify the character set and the language, respectively, that are used in the invitation. Supported character sets include "US-ASCII”, “ISO-8859-1” and “UNICODE-2- 0". For the Mime protocol, valid values are specified by ISO 639, ISO 3166, and RFC 1766. If desired, the country also may be included (e.g., English-UK).
  • the Rendezvous message contains a field 513 of application-specific parameters.
  • the application-specific parameters also are part of the TLV field, but their Type field falls outside of the reserved range (i.e., the first 15 parameters). These parameters depend upon the application or service to be accessed. For example, different computer games that can be played online typically will have differing sets of parameters in this field.
  • a Client Error Message is specifically excepted from the standard Rendezvous message format because it is designed to be not subject to "Evil". Although it is not an ICBM, it is a related message type referred to as an "ICBM Client Error" message. As such, it has its own data format, which is illustrated in FIG. 8.
  • the first two fields 801 and 803 in any ICBM Client Error message are the TCP/IP header and the ICBM Client Error header.
  • the next field 805 is the Cookie, which is the same value as in the Rendezvous messages within the same Rendezvous session (i.e., the Client Error Cookie necessarily has the identical value as the Cookie in the Proposal message to which the Client Error message is responding) .
  • the next field 807 is called ICBM Channel, which is the value of the channel on which the Rendezvous negotiation itself is occurring (usually equal to 2) .
  • the last field 809 is the Client Error Code.
  • the possible values for the Client Error Code are given. These values correspond with the six possible reasons for a Client Error message, described above.
  • FIGs . 10, 11, 12, 13, and 14 show examples of screen shots as seen by users of AIM during Rendezvous-related negotiations.
  • AIM is one specific implementation of the Rendezvous protocol.
  • FIG. 10 shows how a proposal message 1000 appears to the originator.
  • the proposed activity is a chat
  • the screen name 1002 of the intended recipient is "yipster666" .
  • the proposal message 1000 is transmitted to the recipient when the originator clicks on the "Send" button 1004 in the lower right-hand corner of the message box.
  • FIG. 11 shows the proposal message 1100 as it appears to the recipient.
  • the message box 1102 shows the screen name 1104 of the proposal originator (in this case, "j imgromada") , the intended activity 1106 (a "Buddy Chat") the channel or location 1108 of the proposed activity (a chat room named “jag ChatOO”) , and the textual invitation line 1110, "Join me in this Buddy Chat”.
  • the recipient has the option of accepting the proposal by clicking on the "Go Chat” button 1112 in the lower right-hand corner, rejecting the proposal by clicking on the "Decline” button 1114, or causing the proposal to time out by not responding. (The option of modifying the proposal by presenting a counterproposal is not illustrated by this screen shot . )
  • FIG. 12 shows a pop-up window 1200 that appears when the recipient decides to reject the proposal. This is the message box that appears on the recipient's screen as a result of clicking on the "Decline” button 1114.
  • This "Decline invitation" message 1200 will be transmitted to the proposal originator when the proposal recipient clicks on the "OK" button 1202. If the recipient wishes to "evil” the originator because the proposal is deemed offensive or annoying, the recipient may do this by clicking on the "Warn” button.
  • the block button 1206 allows the receipt to block future proposals from this originator (j imgromada) .
  • the proposal originator has received the rejection message 1300 from the proposal recipient. Because this rejection message 1300 is by definition a Client Error message type, the proposal originator does not have the opportunity to "evil" the recipient, even though the proposal was rejected. The only option available to the proposal originator is to click the "OK" button.
  • FIG. 14 shows a screen shot of a window 1400 that appears when a user receives a file transfer request from another user.
  • File Transfer is one of the activities supported by the Rendezvous protocol.
  • the recipient may either accept the file transfer request by clicking on "OK” 1402, or reject the request by clicking on "Cancel” 1404, corresponding to an acceptance and rejection, respectively, of the proposal (i.e., file transfer) .
  • FIG. 15 a depiction of an online computer game proposal message 1500 is shown.
  • the proposal originator 1502, User_A desires to play a particular game 1504 (contract bridge) at an expert level 1510 with participants 1506 (User_A and User_B) .
  • FIG. 15 illustrates how the proposal message would look as received by User_B, who has the opportunity to respond by clicking on the appropriate button at the bottom of the message box. If User_B is offended by the proposal, this can be registered by clicking on the "Warn" button 1512. If User_B would like to accept the proposal as tendered, the "Accept" 1514 button should be clicked.
  • the "Decline” button 1516 should be clicked (or the proposal will eventually be declined by timeout if User_B does not click on any buttons) . If User_B wishes to play but disagrees with one or more of the parameters shown (e.g., game 1504, participants 1506, type 1508, level 1510) , the "Modify” button may be clicked to allow User_B to present a counterproposal .
  • FIG. 16 shows how such a counterproposal box 1600 might appear to the user desiring to modify the original proposal (i.e., User_B in the example depicted in both FIG. 15 and FIG. 16) .
  • the originator 1602 is now User_B, because a counterproposal acts as a new proposal, and User_B is originating the counterproposal.
  • the Cookie for the original proposal will be the same as the Cookie for the counterproposal.
  • the Sequence Number for the original proposal will be equal to 1
  • the Sequence Number for the counterproposal will be equal to 2. Both the Cookie and the Sequence Number are software parameters that are transparent to the users involved in the Rendezvous negotiation session.
  • Rendezvous protocol can be used whenever it is desirable to allow two or more users, or two or more client computers, to negotiate the parameters of a communication or interaction session.
  • the Rendezvous protocol could be used in e-commerce applications to allow buyers and sellers to haggle over price or other terms relating to an offer for the sale of goods, services, securities or any other tangible or intangible property.
  • the Rendezvous protocol could be used in a collaborative project development environment (e.g., Lotus Domino) to negotiate changes to documents and the like.
  • the techniques, methods and systems described here may find applicability in any computing or processing environment in which electronic content may be exchanged, viewed, accessed or otherwise manipulated.
  • Various implementations of the systems and techniques described here may be realized in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations thereof.
  • a system or other apparatus that uses one or more of the techniques and methods described here may be implemented as a computer- readable storage medium, configured with a computer program, where the storage medium so configured causes a computer system to operate on input and/or generate output in a specific and predefined manner.
  • Such a computer system may include one or more programmable processors that receive data and instructions from, and transmit data and instructions to, a data storage system, and suitable input and output devices.
  • Each computer program may be implemented in a high-level procedural or object-oriented programming language, or in assembly or machine language if desired; and in any case, the language may be a compiled or interpreted language.
  • Suitable processors include, by way of example, both general and special purpose microprocessors. Generally, a processor will receive instructions and data from a read-only memory and/or a random access memory.
  • Storage devices suitable for tangibly embodying computer program instructions and data include all forms of non-volatile memory, including semiconductor memory devices, such as EPROM, EEPROM, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM disks.
  • ASICs application-specific integrated circuits

Abstract

Negotiating between two or more online computer users, including a first user and a second user, with the objective of engaging in a mutually desirable online activity (e.g., instant messaging, online games, chat rooms, e-commerce) in an environment having specified characteristics, can be accomplished by (a) issuing a proposal message from the first user to the second user, the proposal message specifying the particular environmental characteristics desired by the first user; (b) issuing a first response from the second user to the first user, the response comprising an accept message indicating agreement with the proposal, a reject message indicating disagreement with at least one aspect of the proposal, or a counterproposal offering to change one or more aspects of the proposal; (c) if the second user issues a counterproposal, issuing a second response from the first user to the second user, the second response comprising an accept message indicating agreement with the counterproposal, a reject message indicating disagreement with at least one aspect of the counterproposal, or another counterproposal offering to change one or more aspects of the counterproposal; and (d) repeating steps (b) and (c) until acceptance, rejection or cancellation occur, cancellation representing a withdrawal of a proposal or counterproposal. A user's misbehavior during a negotiation session can be objected to by others, thus potentially affecting the user's ability to access system resources.

Description

MANAGING NEGOTIATIONS BETWEEN USERS OF A COMPUTER NETWORK
Technical Field This invention relates to managing communications between users of a computer network.
Background
The rapid emergence of the Internet and the World Wide Web has created an environment in which anybody in the world who can connect to the Internet through a personal computer is generally able to access the universe of information that is available via Web sites. Electronic mail (a.k.a. e-mail) has also become ubiquitous due to its ease of use and its low cost.
The emergence of these capabilities has been spurred by technological advances in various areas, including microprocessors (both computing speed and miniaturization^ computer operating systems and interfaces (e.g., Windows, Macintosh, and Unix), and Internet browsers (e.g., Netscape Navigator) . In turn, the rapidity of increase of the technology has had a direct positive impact upon productivity, and the world economy in general. Thus, there is an incentive for high-tech entities to create further improvements in the state of the art with respect to the Internet.
An online forum is a communications interchange in which people may communicate with others through successive electronic transmissions between respective computer systems. An online forum, or any other type of distributed computer services, may be implemented on a distributed computer system such as that shown in FIG. 1. Forum participants (equivalently, users of the computer services) typically are scattered across a large geographical area and communicate with one or more central server systems 100 through respective client systems 102 (e.g., a personal or laptop computer). In WO 01 IX 1852 PCT/USOO/21186
practice, the server system 100 typically will not be a single monolithic entity but rather will be a network of interconnected server computers, possibly physically dispersed from each other, each dedicated to its own set of duties and/or to a particular geographic region. In such a case, the individual servers are interconnected by a network of communication links, in known fashion. One such server system is "America Online" from America Online Incorporated of Virginia (AOL) . Each client system 102 runs client software that allows it to communicate in a meaningful manner with corresponding software running on the server system 100. The client systems 102 communicate with the server system 100 through various channels, such as a modem 104 connected to a telephone line 106 or a direct Internet connection using a transfer protocol such as Transfer Control Protocol/Internet Protocol (TCP/IP) . The server system 100 is responsible for receiving input from the client systems 102, manipulating the collective body of input information (and possibly information from other sources) into a useful format, and retransmitting the formatted information back to one or more clients 102 for presentation on an output device, such as a display screen.
A specific aspect of the Internet "culture" is the "chat room" phenomenon. A chat room is a virtual space (i.e., an electronic channel) in which some specific communications activity is ongoing. In some cases, the activity is an application, such as a computer game. In many other cases, the activity is a simple conversation, or "chat session", between the participants. Referring to FIG. 2, a chat room 200 is illustrated, in which the various participants 204 (e.g.,
"Allens9", "JOSHUAALEX" , etc.) may enter text which appears in a scrolling text window 202 on each participant's computer display screen. In the example in FIG. 2, the chat room 200 has 22 participants whose identities (or "screen names") are listed in a scrolling window 210. A participant 204 may respond to the comment of another participant 204 by entering a line of text in an edit box 206 and activating (e.g., by clicking with a pointer device, such as a mouse) a SEND button 208. In response, the text in the scrolling text window 202 scrolls upwards and the newly entered line of text is displayed at the bottom of the scrolling text window 202. In the illustrated example, the last participant to enter a comment was JOSHUAALEX, who typed "TEXAS".
The chat room 200 shown in FIG. 2 is "public", meaning that it is generally open to any user of the online service who accesses it, and it typically has multiple participants who were placed in the chat room by the computer-service provider and who most likely never have met or conversed with one another before. A comment by a participant in a public forum may be seen by all of the participants of the chat room. If a participant desires some privacy, that participant may open and enter a "private" chat room (for example, by clicking on a "Private Room" button 212) , and thereafter invite one or more other participants to enter the private chat room, which can be accessed exclusively by the originators and their invitees. Once in a private forum, participants may communicate with one another without fear that uninvited participants will be able to see their comments. It is also possible to have a semi- public chat room, which is open to a specified group of users.
AOL has created the AOL Instant Messenger (AIM™) system. The AIM system allows a user to create an electronic messaging medium known as a "Buddy List"™ of others (such as friends and family) with whom the user often interacts while online and send instant messages (IMs) to those users. The AIM system automatically informs the user whenever a member of that user's buddy list is online. Thus, the two buddies can communicate directly (i.e., chat) because they both are online and are aware of each other's presence.
Another development by AOL in this arena is the concept of "Evil". This concept arose in recognition of the fact that users can and do abuse the privileges afforded them by the abilities to communicate instantly with others and to transmit large volumes of information. Such abuse may occur, for example, when a user sends messages having objectionable content, or when a user overuses the AIM system by sending excessive numbers of messages to other users. Another form of abuse occurs when a user sends files that contain large amounts of data to another user, so that when the recipient tries to open or download the files, or even perform other activities, the recipient's computer system is slowed down due to the processing of the received files.
AOL's creation of the Evil concept is an attempt to remedy this and other types of abuse. If a user perceives that another user is behaving badly (e.g., repeatedly sending unwanted IMs) , the offended user can "evil", or warn, the misbehaving user, thereby increasing the misbehaving user's Evil level. The effect of eviling a user typically is small but cumulative. Over time, if a user has been eviled a sufficient number of times, that user's ability to use system resources (e.g., send IMs) will be deliberately slowed as a punishment. If the abuse continues and even more eviling occurs, the abuser eventually can be involuntarily logged off the computer network. The underlying notion is to promote computer etiquette and basic courtesy in the online (and particularly chat room) environment. Giving users the power to "evil" one another gives them the ability to create a self-policing society, thus alleviating the Internet Service Provider (ISP) from having to perform the policing function. Further details on eviling techniques can be found in U.S. Serial No. 09/076,483, filed May 13, 1998, entitled "Regulating Users of Online Forums", and U.S. Serial No. 09/076,484, filed May 13, 1998, entitled "Self-Policing, Rate Limiting Online Forums", both of which are incorporated by reference.
Although it is possible for a chat room to be completely free-form dialogue on any subject, it is common for chat rooms to be organized around a specific subject for discussion. The proliferation of the chat room phenomenon has created a need for a mechanism to optimally arrange a chat room environment to meet the needs of the users. For example, a given user might desire to have a private conversation with a specific group of three other users on a particular subject. Alternatively, the user might wish to play a particular computer game jointly with two friends, each located at a different remote site.
Presently, if such a user wishes to engage in such activity, the user can either 1) find an existing chat room where the desired activity is ongoing and attempt to join in, but not necessarily having any control over the identities or number of other participants; or 2) send an IM or e-mail message to the other users with whom the user wishes to engage in the activity and invite them to do so. Typically, the inviting user will receive either no response at all (e.g., if the recipient ignores the invitation) or a binary response (i.e., yes or no) to the invitation.
In light of the foregoing, the present inventors have recognized the need for a powerful and flexible negotiation mechanism, whereby users desiring to communicate or otherwise interact with each other can "bargain" with one another in order to agree ultimately upon a mutually acceptable communication (e.g., chat room) or other interaction (e.g., multiple user computer game) context. Summary Implementations may include various combinations of the following features.
A protocol, referred to as the "Rendezvous" protocol, is designed to facilitate interactions between users of a computer network by transmitting a first user's proposal for an activity to another user. The proposal may include one or more parameters descriptive of the proposed activity. A response, such as an acceptance, a rejection, or a counterproposal, is received from the other user. Depending on the received response, the users may or may not selectively engage in the proposed activity.
One such activity could be an online "chat" session, and a typical set of parameters for a proposal to chat could include a proposed topic on which the chat session will be focused and a proposed channel in which the chat session will take place. Another typical activity could be an online computer game, and the specified parameters could identify proposed participants in the game. An acceptance indicates agreement to all parameters of the proposal. A rejection indicates disagreement with at least one parameter of the proposal . A counterproposal indicates an offer to modify one or more of the proposal parameters. If a counterproposal is made, a further response to the counterproposal can be made, and this response also can be an acceptance, a rejection, or yet another counterproposal. This sequence may occur indefinitely until acceptance or rejection occurs .
A cancellation of a proposal or counterproposal may be issued by the user that originally made the proposal or counterproposal, so long as this occurs prior to the receipt of a response. Typically, such a cancellation should include a reason for the cancellation. In issuing a rejection, a user may indicate that the proposal is being ignored, either explicitly or implicitly (by inaction) .
The protocol allows users to transmit messages, referred to as "Evil" messages, registering displeasure with any proposal, counterproposal, or acceptance. An Evil message has a cumulative (and potentially exponential) effect upon a recipient's ability to access the computer system's resources. One objective of the protocol is to help online users produce an optimal environment for an activity by enabling them to negotiate the parameters of the activity until agreement is reached. Typical activities include exchanging voice messages, playing an online game, finding a route from one client computer to another, transferring files, direct instant messaging, exchanging avatars, participating in a chat room, or engaging in collaborative project development.
Another potential online activity that can make use of the Rendezvous protocol is e-commerce. The protocol lends itself to a negotiation of a sale/purchase of goods or services, or intangible property. Parameters of such a negotiation might typically include price, model, style, color, delivery details, and warranty details.
A rejection message may indicate a reason for the rejection. Typical reasons include the following: the proposed activity is unsupported by a client computer associated with a recipient of the proposal; the proposed activity was denied by a recipient of the proposal; a recipient of the proposal explicitly ignored the proposal; the proposal timed out; or the proposal message could not be understood. In one embodiment, the Rendezvous protocol is implemented as computer software potentially within a larger computer software application. The protocol software is tangibly embodied in a computer-readable medium or propagated carrier signal. The protocol software contains instructions to allow the computer system to conduct an online negotiation session.
The techniques and mechanisms described here may provide one or more of the following advantages . The Rendezvous protocol provides users with the ability to negotiate characteristics of an interactive online environment (chat session, online game, etc.). As a result, users can tailor and optimize their online environments so that they are mutually agreeable to all participants. This optimization typically occurs prior to inception of the environment undergoing negotiation. Consequently, users can engage in environments of their own choosing and according to their own desires, and without encountering unwanted or undesirable circumstances or participants.
Additional features and advantages will be apparent from the following description, including the figures and the claims .
Brief Description of the Drawings
FIG. 1 shows a prior art distributed computer system of the type used for providing online computer services.
FIG. 2 is a screen shot showing an example of a prior art online computer chat room forum. FIG. 3 is a flowchart illustrating a protocol for a negotiation process.
FIG. 4 is a table of state transition values. FIG. 5 is a diagram illustrating the data format of a negotiation protocol message. FIG. 6 is a table of data values for data fields in a negotiation protocol.
FIG. 7 is a table of parameters for a TLV field within a negotiation protocol message. FIG. 8 is a diagram illustrating a data format of a Client Error message.
FIG. 9 is a table of data values for a Client Error Code data field. FIG. 10 is a screen shot showing an example of how a Chat proposal message appears to the online computer user who originates the proposal .
FIG. 11 is a screen shot showing an example of how a Chat proposal message appears to the online computer user who receives the proposal.
FIG. 12 is a screen shot showing an example of how a Client Error (rejection) message appears to the online computer user who rejects the proposal.
FIG. 13 is a screen shot showing an example of how a Client Error (rejection) message appears to the online computer user who originated the proposal being rejected.
FIG. 14 is a screen shot showing an example of how a File Transfer proposal message appears to the online computer user who receives the proposal. FIG. 15 illustrates an example of how a Direct Play (computer game) proposal message would appear to the online computer user who originates the proposal .
FIG. 16 illustrates an example of how a Direct Play counterproposal message would appear to the online computer user who received the original proposal and who responds with a counterproposal .
Like reference numbers and designations in the various drawings indicate like elements.
Detailed Description
The present inventors have developed a negotiation protocol - referred to as the "Rendezvous" protocol - that provides a mechanism for negotiating between two or more computer users to arrange a mutually beneficial communication or multi-user interaction environment. One implementation of the Rendezvous protocol is in the AOL Instant Messenger (AIM) system, which allows users of a computer network to exchange instant messages (IMs) or to engage in a "chat" session, and further informs a user when any of that user's buddies are online in order to facilitate direct conversation. The Rendezvous protocol provides a general framework that software developers can use to implement various user-negotiation functionality in software applications. The AIM system, which allows users to chat, send IMs back and forth, and transfer files, represents one specific application of the Rendezvous protocol. In general, the Rendezvous protocol typically operates within the standard TCP/IP protocol, but any suitable protocol other than TCP/IP may be used instead. In this regard, protocols facilitating a reliable connection are preferable .
The Rendezvous protocol adds a rich body of flexibility to the event of chatting or otherwise interacting with another user. It recognizes that a user may wish to engage in a particular activity under specific circumstances for example, playing a computer game with certain other players, or discussing a particular subject in a private chat room. Rendezvous uses "flea market -style" negotiation as a model for negotiating parameters of the interaction environment. Among others, the types of parameters that users may wish to control include the number of other participants and the identities of those participants. For example, perhaps a user enjoys playing bridge while online, but only with three specific individuals; or perhaps a user desires to communicate with other computer game enthusiasts about a new online game. The Rendezvous protocol allows a user to propose a communication session subject to such parameters. Further, Rendezvous allows recipients of such proposals not only to accept or reject the proposal, but also to respond with a counterproposal that modifies one or more of the proposed parameters.
The Rendezvous protocol serves as the underlying structure of the AIM system. A basic message between buddies in the AIM system is referred to as an Inter-Client Basic Message, abbreviated ICBM. ICBMs are said to contain "payloads," which hold the informational content of an ICBM. An Instant Message (IM) , which effectively is like an e-mail message that will be instantly displayed to the recipient, is an example of an ICBM payload. In general, a Rendezvous-based message is another example of an ICBM payload. (It is noted that there is one type of Rendezvous message, a Client Error message, to be described below, which is not an ICBM.) As discussed above, one characteristic of the AIM system is the ability to "evil" another user. A user might employ the evil capability against another user in an instance in which the user was annoyed by an action taken by that other user that affected the first user. For example, suppose that a first user sends a series of IMs to a buddy (a second user) , but after the third message, the buddy sends a message back requesting that the first user stop bothering the second user with all these boring messages. Despite this, the first user continues to send messages . The second user becomes annoyed and decides to evil, or warn, the sender. Evil can be employed generally on any ICBM. (It is noted that because a Client Error message is not an ICBM, it cannot be eviled for reasons discussed below.)
A process for negotiating parameters using the Rendezvous protocol process is illustrated by the flowchart in FIG. 3. A user (referred to as "the originator") who wishes to interact with one or more other users, for example, to set up a particular chat room environment, begins the Rendezvous session by sending a "Proposal" message to a buddy (step 301) . The Proposal message contains the originator's proposal for the desired interaction -- in this example, a specified chat room environment (e.g., topic, participants, etc.) . If at any time after sending a Proposal message (but prior to the negotiation process ending as a result of some other event, such as acceptance or timeout by the recipient), the originator wishes to cancel the proposal, this may be accomplished by sending out a Cancel message (step 303) . A Cancel message allows the originator to provide a reason for the cancellation. The three valid types of Cancel reasons include "unknown", "user request", and "timeout". A normal cancellation, i.e., the originator changed his mind and does not desire to engage in an interaction, is denoted by specifying the Cancel reason as "user request". "Timeout" is given as the Cancel reason when the recipient fails to respond to the proposal in a timely manner and the originator gives up on waiting for a response and thus takes the proposal off the table. If the reason for the Cancel message is not known, the Cancel reason field will indicate "unknown".
Assuming that the original proposal has not been cancelled, the recipient of the proposal may respond to the proposal in several different ways (step 305) . One way in which the recipient may respond is to accept the proposal exactly as proposed by sending an Accept message (step 307) . This will cause the Rendezvous session to end successfully and allow the proposal originator and the proposal recipient to engage in the desired interaction (e.g., chat room) activity. It is noted that for the above implementation, the only way that a Rendezvous session can end successfully (i.e., the parties engage in an online activity which was agreed to via the Rendezvous session) is by way of an Accept message. However, depending on the objectives of the application developer, the Rendezvous protocol could be implemented such that other conditions (e.g., failure of recipient to object to a proposal under certain circumstances) could result in a successful termination. Another way for the recipient to respond is to reject the proposal by sending a Client Error message (step 309) . A Client Error message has a field that informs the originator of the reason for the rejection. Possible reasons include the following: 1) Proposal unsupported (e.g., recipient's computer is not configured to support)
2) Proposal denied
3) Proposal ignored
4) Proposal timed out 5) Busted parameters
6) Online but not available / busy
"Proposal unsupported" is an appropriate reason when the recipient's computer is not configured properly in order to engage in the proposed interaction. "Proposal denied" is an explicit rejection of the proposal, indicating that the proposal recipient prefers not to engage in the interaction. "Proposal ignored" indicates that the recipient has actively chosen to ignore the proposal . "Proposal timed out" indicates that the recipient has failed to respond within a certain amount of time. "Busted parameters" denotes that the proposal message itself cannot be understood, e.g., if the proposal message became garbled in transmission and hence cannot be read by the recipient's computer. "Online but not available / busy" is the appropriate response when the recipient might otherwise be interested, but is too busy with other activities at that moment. For example, if the recipient is online because he is doing research for a project for work or school, and one of his buddies proposes that they play an online computer game, the recipient would most likely respond with a Client Error message specifying the reason "Online but not available / busy". The recipient can accomplish this by setting a software switch that automatically responds with the "busy" message for each proposal received.
It is noted that, in this implementation, a Client Error message is the only type of Rendezvous message that cannot be eviled. All other Rendezvous message types are subject to eviling. The reason for this design decision is that allowing "evil" simply because a user has refused to engage in some interaction does not serve the purpose of "evil", which is to warn a user for abusing the computer resources. However, the Rendezvous protocol could be implemented such that any one or more of the available messages could be subject to evil, or not, depending on the implementor's objectives.
Another possible response by the recipient is to modify the proposal by sending a Propose message back to the originator (step 311) . This message contains a counterproposal by the recipient. This is the basic means by which the two parties haggle over the details of the resultant chat room or other interaction (e.g., one-on-one games) environment. For example, suppose user A desires to play an online computer game of bridge at the expert level with user B. User A proposes this to user B. However, user B prefers the intermediate level to the expert level, so user B sends a counterproposal to user A, proposing that the game be played at intermediate level instead. As a second example, suppose that user X and user Y are involved in a research project together, and they desire to enter a chat room in which their topic is often discussed. User X proposes to user Y that they meet together in a particular chat room that they have previously entered. However, user Y has heard about a different chat room that may offer better information, so user Y sends a counterproposal back to user X that they instead meet in the new chat room.
Once a counterproposal has been sent, the recipient of the counterproposal has the same options (i.e., Accept, refuse via Client Error message, or send another counterproposal via a Propose message) as the recipient of the original proposal had upon receiving the original proposal. That is, the counterproposal effectively is treated as a new proposal. The sender of the counterproposal has the option of cancelling the counterproposal via a Cancel message, just as the original proposer had the option of cancelling the original proposal. In this way, the Rendezvous session can continue back and forth until the users either agree on some online activity, or one of them decides to end the session via a Client Error message. A representation of the Rendezvous protocol is provided in the Rendezvous State Transition Table, shown in FIG. 4. The State Transition Table lists the three possible states of a Rendezvous session: State 1 is that of the proposal originator; state 2 is that of the proposal recipient, and state 3 is the end state, in which the Rendezvous session is terminated. Once a proposal is sent, thereby initiating a Rendezvous session, the proposal originator enters state 1 and the proposal recipient enters state 2.
In state 1, one of five possible events will occur; these are represented by the five substates within state 1. If an Accept message is received (i.e., substate 1.1), the Rendezvous negotiation is successful, and the users go to substate 3.1, where the Rendezvous session ends and the agreed- upon online activity begins. If a Client Error message is received (i.e., substate 1.2), the Rendezvous negotiation is unsuccessful, and the users go to substate 3.2, where the Rendezvous session ends and the users discontinue their interaction. If a counterproposal is received (i.e., substate 1.3), that user becomes the proposal recipient with respect to that counterproposal and thus enters state 2. If either a Time Out (substate 1.4) occurs, or a Cancel message is sent (substate 1.5), the negotiation session is cancelled by going to substate 3.3, where the Rendezvous session ends and the users discontinue their interaction.
In state 2, four possible events can occur; these generally correspond with the five possible events listed in state 1 (the fourth event in state 2 (i.e., substate 2.4) corresponds to either of the fourth (substate 1.4) or fifth
(substate 1.5) events in state 1) . As the proposal recipient, the user in State 2 can send either an Accept message (substate 2.1), a Client Error message (substate 2.2), or a counterproposal (substate 2.3). The fourth possibility is the receipt of a Cancel message (substate 2.4) . If an Accept message is sent, the Rendezvous negotiation is successful, and the users go to substate 3.1, where the Rendezvous session ends and the agreed-upon online activity begins. If a Client Error message is sent, the Rendezvous negotiation is unsuccessful, and the users go to substate 3.2, where the Rendezvous session ends and the users discontinue their interaction. If a counterproposal is sent, that user becomes the proposal originator and thus enters state 1. If a Cancel message is received, the negotiation session is cancelled by going to substate 3.3, where the Rendezvous session ends and the users discontinue their interaction.
In state 3, the Rendezvous session ends in one of three ways. A successful negotiation, substate 3.1, occurs when an Accept message is sent in response to a Proposal message. In this case, the two users will engage in the agreed-upon online interaction. An unsuccessful negotiation, substate 3.2, occurs when a Client Error message is sent in response to a Proposal message. In this case, the users that were involved in the Rendezvous session will discontinue their interaction. A cancelled negotiation, substate 3.3, occurs when a Cancel message is sent after a Proposal message was sent but prior to the receipt of a response. In this case, the users that were involved in the Rendezvous session will discontinue their interaction. In all three cases within state 3, the Rendezvous session is ended, as signified by the discontinued use of the Rendezvous "cookie", which is the unique identifier of that specific Rendezvous session. A diagram showing the components and format of a
Rendezvous message (except for a Client Error message) is shown in FIG. 5. (Because a Client Error message is not an ICBM, it has its own format, described below.) Because a Rendezvous message is an ICBM payload, and because all ICBMs use the standard TCP/IP protocol, the first two fields 501 and 503 in a Rendezvous message (other than a Client Error Message) are the TCP/IP header and the ICBM header. The ICBM header identifies the message as being a Rendezvous message. The next field 505 defines the Rendezvous Message Type and has a length of two bytes. Valid Message Types include Proposal, Cancel, and
Accept. Valid data values for the fields shown in FIG. 5 are given in FIG. 6. As shown therein, the Message Type field can O" for a Proposal message, a "1" for a Cancel message, "2" for an Accept message. Referring again to FIG. 5, the next field 507 in the Rendezvous Message is eight bytes long and is called the Cookie. The Cookie serves as a unique identifier for a specific Rendezvous negotiation session; thus, all ICBMs that are part of the same Rendezvous session have the same Cookie, but a new Rendezvous session will have a new Cookie. The next field 509 is a 64-byte field called a UUID (Universal Unique Identifier) . This field specifies the type of service desired. Referring again to FIG. 6, there are seven standard types of service that can be accessed with the Rendezvous protocol: "AOL Talk"; "Direct Play"; "File Transfer"; "Route Finder"; "Direct ICBM"; "Avatar Exchange"; and "Chat". Several of these services are available in AOL Instant Messenger Version 2.0. (It is noted that only the first twelve characters of the UUIDs are shown in FIG. 6. For all seven UUIDs given, the last twenty characters are 11D1-8222-444553540000. ) "AOL Talk" refers to an AOL-compatible voice system that allows users to exchange audio messages with each other. "Direct Play" refers to playing an online computer game. "File Transfer" allows a computer file, such as a document, a spreadsheet, or a pictorial or graphical data file, to be transferred from one user to another. "Route Finder" allows users to find an Internet route for another application in a situation where a "firewall" is blocking the direct route to the desired application (e.g., if a user is online at the workplace, it is common for employers to set up firewalls -- software agents that block designated network traffic). "Direct ICBM" (i.e., sending ICBMs through a direct TCP/IP connection between the originator's and recipient's client computers) allows users to exchange IMs directly with each other without having to go through the primary server for the AIM system, thus affording more speed and more privacy. It is noted that the Direct ICBM capability causes the users to lose the ability to use the "Evil" capability, and it also removes the protection against computer hackers that is normally provided by the primary AIM server. The Direct ICBM capability also may experience problems in penetrating firewalls. "Avatar Exchange" allows a user to exchange an image that typically represents the user's on-screen personality. "Avatar" is the term for this image, and it can be any graphical depiction, such as a cartoon, a drawing, or a photograph. "Chat" refers to a typical online dialogue in a chat room; this is typically performed by typing messages and sending them back and forth. The Rendezvous protocol is not limited to the seven standard service types described above. Possible implementations include allowing user, for example, by accessing a special purpose users interface, to create their own UUIDs and corresponding applications.
Referring again to FIG. 5, the next field 511 is a set of ordered triples, each ordered triple consisting of a Type, a Length, and a Value; hence, this field is referred to as the "TLV" field. The TLV field includes up to 15 reserved parameters, plus the application-specific parameters. Referring to FIG. 7, which shows the 15 potential reserved parameters in the Type field and their corresponding numbers, the TLV field contains the information that is specifically being negotiated in the Rendezvous process. The first parameter in the TLV field is the "ICBM Channel" or equivalently, the "Rendezvous Channel". This parameter identifies the kind of ICBM being proposed, such as an online game or a chat . The next three parameters in the TLV field are called "Rendezvous IP Address", "Proposer IP Address", and "Verified IP Address". An IP address, or Internet Protocol address, is a unique identifier for any computer or virtual location on the Internet. The Rendezvous IP address is the IP address at which the proposed interaction would occur. The Proposer IP Address is the actual IP address of the originator's computer. The Verified IP Address is the IP address of the originator's computer as seen by the primary AIM server. The verified IP address is different from the actual IP address when, as is sometimes the case, the computer associated with the actual IP address is behind an Address Translating Firewall to provide some protection against unauthorized use (i.e., computer hacking) . In that situation, the use of a verified IP address allows users behind the firewall to communicate with others by having any responses directed to the verified IP address, rather than to the Proposer (i.e., actual) IP Address. The verified IP address also prevents "spoofing", which is the practice of providing another user with a false IP address. The next parameter in the TLV field is called "Port", which is the value of the Transfer Control Protocol (TCP) port for the Rendezvous Channel. More generally, a "port" is a logical channel identifier used by TCP. The next two parameters in the TLV field are called "Download URL" and "Verify Download URL" (URL = Universal Resource Locator; its specification can be found at RFC 1738) .
Download URL is an instruction to download the software or other data for whatever service is being proposed. Most Internet resources have a URL; URLs are commonly referred to as Web site addresses, although URLs can point to resources other than Web sites. As an example, if the users desire to play a computer game, such as bridge, the bridge software must be downloaded to their personal computer workstations in order to participate in the game. Verify Download URL has the same basic information content as the previous parameter, but it may be added by the primary AIM server for protective reasons.
The next parameter in the TLV field is called "Sequence Number" , which is a one-up counter that iterates for each proposal within a specific Rendezvous negotiation session (i.e., all proposals and counterproposals having the same Rendezvous Cookie) . The original proposal is given a sequence number equal to 1, the first counterproposal would be given a sequence number equal to 2, and so forth. The next parameter in the TLV field is called "Cancel Reason", which indicates the reason that a given Rendezvous negotiation session is being cancelled. Valid reasons (described above) include "unknown", "user request", and "timeout".
The next parameter in the TLV field is called "Invitation". This is an arbitrary text string and is generally used to communicate in human-readable language. For example, suppose user P desires to play a game of online chess with user Q. User P will send a Proposal message to user Q, and the Invitation might say, "Hey Q, how about a game of chess?"
The last two reserved parameters in the TLV field are called "Invite Mime Character Set" and "Invite Mime Language". These parameters specify the character set and the language, respectively, that are used in the Invitation. Supported character sets include "US-ASCII", "ISO-8859-1" and "UNICODE-2- 0". For the Mime protocol, valid values are specified by ISO 639, ISO 3166, and RFC 1766. If desired, the country also may be included (e.g., English-UK).
Lastly, referring once again to FIG. 5, the Rendezvous message contains a field 513 of application-specific parameters. The application-specific parameters also are part of the TLV field, but their Type field falls outside of the reserved range (i.e., the first 15 parameters). These parameters depend upon the application or service to be accessed. For example, different computer games that can be played online typically will have differing sets of parameters in this field. As noted above, a Client Error Message is specifically excepted from the standard Rendezvous message format because it is designed to be not subject to "Evil". Although it is not an ICBM, it is a related message type referred to as an "ICBM Client Error" message. As such, it has its own data format, which is illustrated in FIG. 8. The first two fields 801 and 803 in any ICBM Client Error message are the TCP/IP header and the ICBM Client Error header. The next field 805 is the Cookie, which is the same value as in the Rendezvous messages within the same Rendezvous session (i.e., the Client Error Cookie necessarily has the identical value as the Cookie in the Proposal message to which the Client Error message is responding) . The next field 807 is called ICBM Channel, which is the value of the channel on which the Rendezvous negotiation itself is occurring (usually equal to 2) . (It is noted that in the Client Error context, the ICBM Channel field is different from the parameter of the same name in the TLV field of the Rendezvous message, where the ICBM Channel parameter refers to the channel where the proposed interaction would occur, not the channel where the Rendezvous negotiation itself is occurring.) The last field 809 is the Client Error Code. Referring to FIG. 9, the possible values for the Client Error Code are given. These values correspond with the six possible reasons for a Client Error message, described above.
FIGs . 10, 11, 12, 13, and 14 show examples of screen shots as seen by users of AIM during Rendezvous-related negotiations. As noted above, AIM is one specific implementation of the Rendezvous protocol. FIG. 10 shows how a proposal message 1000 appears to the originator. In FIG. 10, the proposed activity is a chat, and the screen name 1002 of the intended recipient is "yipster666" . The proposal message 1000 is transmitted to the recipient when the originator clicks on the "Send" button 1004 in the lower right-hand corner of the message box.
FIG. 11 shows the proposal message 1100 as it appears to the recipient. The message box 1102 shows the screen name 1104 of the proposal originator (in this case, "j imgromada") , the intended activity 1106 (a "Buddy Chat") the channel or location 1108 of the proposed activity (a chat room named "jag ChatOO") , and the textual invitation line 1110, "Join me in this Buddy Chat". The recipient has the option of accepting the proposal by clicking on the "Go Chat" button 1112 in the lower right-hand corner, rejecting the proposal by clicking on the "Decline" button 1114, or causing the proposal to time out by not responding. (The option of modifying the proposal by presenting a counterproposal is not illustrated by this screen shot . )
FIG. 12 shows a pop-up window 1200 that appears when the recipient decides to reject the proposal. This is the message box that appears on the recipient's screen as a result of clicking on the "Decline" button 1114. This "Decline Invitation" message 1200 will be transmitted to the proposal originator when the proposal recipient clicks on the "OK" button 1202. If the recipient wishes to "evil" the originator because the proposal is deemed offensive or annoying, the recipient may do this by clicking on the "Warn" button. The block button 1206 allows the receipt to block future proposals from this originator (j imgromada) .
In FIG. 13, the proposal originator has received the rejection message 1300 from the proposal recipient. Because this rejection message 1300 is by definition a Client Error message type, the proposal originator does not have the opportunity to "evil" the recipient, even though the proposal was rejected. The only option available to the proposal originator is to click the "OK" button.
FIG. 14 shows a screen shot of a window 1400 that appears when a user receives a file transfer request from another user. File Transfer is one of the activities supported by the Rendezvous protocol. The recipient may either accept the file transfer request by clicking on "OK" 1402, or reject the request by clicking on "Cancel" 1404, corresponding to an acceptance and rejection, respectively, of the proposal (i.e., file transfer) .
In FIG. 15, a depiction of an online computer game proposal message 1500 is shown. The proposal originator 1502, User_A, desires to play a particular game 1504 (contract bridge) at an expert level 1510 with participants 1506 (User_A and User_B) . FIG. 15 illustrates how the proposal message would look as received by User_B, who has the opportunity to respond by clicking on the appropriate button at the bottom of the message box. If User_B is offended by the proposal, this can be registered by clicking on the "Warn" button 1512. If User_B would like to accept the proposal as tendered, the "Accept" 1514 button should be clicked. If User_B does not wish to play online bridge at all, the "Decline" button 1516 should be clicked (or the proposal will eventually be declined by timeout if User_B does not click on any buttons) . If User_B wishes to play but disagrees with one or more of the parameters shown (e.g., game 1504, participants 1506, type 1508, level 1510) , the "Modify" button may be clicked to allow User_B to present a counterproposal .
FIG. 16 shows how such a counterproposal box 1600 might appear to the user desiring to modify the original proposal (i.e., User_B in the example depicted in both FIG. 15 and FIG. 16) . The originator 1602 is now User_B, because a counterproposal acts as a new proposal, and User_B is originating the counterproposal. It is noted that, because this counterproposal is part of the same Rendezvous negotiation session, the Cookie for the original proposal will be the same as the Cookie for the counterproposal. However, the Sequence Number for the original proposal will be equal to 1, and the Sequence Number for the counterproposal will be equal to 2. Both the Cookie and the Sequence Number are software parameters that are transparent to the users involved in the Rendezvous negotiation session.
Referring again to FIG. 16, User_B agrees that playing online bridge with User_A is desirable. However, User_B prefers a different type 1608 of bridge (duplicate bridge) rather than contract bridge, and User_B also prefers to play at the intermediate level 1610 rather than the expert level. Thus, these parameters have been modified in the counterproposal message box 1600, which will be sent back to User_A. User_A will then have the same options for responding (i.e., Warn, Accept, Decline, or Modify), and the Rendezvous negotiation session will continue in that manner until it ends either with an acceptance (i.e., recipient of most recent proposal clicks "Accept"), a rejection (i.e., recipient of most recent proposal clicks "Decline"), or a cancellation (i.e., sender of most recent proposal cancels by clicking a "Cancel" button after sending proposal but before receiving response) .
Other implementations of and uses for the Rendezvous protocol described above are possible. In general, the
Rendezvous protocol can be used whenever it is desirable to allow two or more users, or two or more client computers, to negotiate the parameters of a communication or interaction session. For example, the Rendezvous protocol could be used in e-commerce applications to allow buyers and sellers to haggle over price or other terms relating to an offer for the sale of goods, services, securities or any other tangible or intangible property. In addition, the Rendezvous protocol could be used in a collaborative project development environment (e.g., Lotus Domino) to negotiate changes to documents and the like.
The techniques, methods and systems described here may find applicability in any computing or processing environment in which electronic content may be exchanged, viewed, accessed or otherwise manipulated. Various implementations of the systems and techniques described here may be realized in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations thereof. A system or other apparatus that uses one or more of the techniques and methods described here may be implemented as a computer- readable storage medium, configured with a computer program, where the storage medium so configured causes a computer system to operate on input and/or generate output in a specific and predefined manner. Such a computer system may include one or more programmable processors that receive data and instructions from, and transmit data and instructions to, a data storage system, and suitable input and output devices.
Each computer program may be implemented in a high-level procedural or object-oriented programming language, or in assembly or machine language if desired; and in any case, the language may be a compiled or interpreted language. Suitable processors include, by way of example, both general and special purpose microprocessors. Generally, a processor will receive instructions and data from a read-only memory and/or a random access memory. Storage devices suitable for tangibly embodying computer program instructions and data include all forms of non-volatile memory, including semiconductor memory devices, such as EPROM, EEPROM, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM disks.
Any of the foregoing may be supplemented by, or implemented in, specially-designed ASICs (application- specific integrated circuits) .
A number of embodiments of the present invention have been described. Nevertheless, it will be understood that various modifications may be made without departing from the spirit and scope of the invention. Accordingly, other embodiments are within the scope of the following claims.
What is claimed is :

Claims

1. A computer-implemented method of facilitating interactions between users of a computer network, the method comprising: transmitting a first user's proposal for an activity to another user; the proposal comprising one or more parameters descriptive of the proposed activity; receiving a response from the other user, the response comprising an acceptance, a rejection, or a counterproposal; and selectively engaging in an activity depending on the received response.
2. The method of claim 1 wherein the proposed activity comprises a chat session.
3. The method of claim 2 wherein the parameters describe a proposed topic on which the chat session will be focused.
4. The method of claim 2 wherein the parameters describe a proposed channel in which the chat session will take place.
5. The method of claim 1 wherein the proposed activity comprises an online game.
6. The method of claim 5 wherein the parameters specify proposed participants in the proposed online game.
7. The method of claim 1 wherein an acceptance indicates agreement to all parameters of the proposal .
8. The method of claim 1 wherein a rejection indicates disagreement with at least one parameter of the proposal.
9. The method of claim 1 wherein a counterproposal indicates an offer to modify one or more of the proposal parameters .
10. The method of claim 1 wherein the parameters are completely descriptive of the proposed activity.
11. The method of claim 1 wherein the response from the other user comprises a counterproposal, said counterproposal comprising one or more parameters descriptive of the proposed activity, and wherein at least one of the counterproposal parameters differs from the proposal's parameters.
12. The method of claim 11 further comprising transmitting a response to the counterproposal, the counterproposal response comprising an acceptance, a rejection, or a second counterproposal .
13. The method of claim 12 further comprising iteratively responding to further counterproposals until acceptance or rejection occurs.
14. The method of claim 1 further comprising issuing a cancellation of a proposal or counterproposal .
15. The method of claim 14 wherein the cancellation must be issued before acceptance or rejection of the proposal or counterproposal occurs .
16. The method of claim 15 wherein the cancellation is transmitted by the user that transmitted the proposal or counterproposal to which the cancellation applies.
17. The method of claim 16 wherein the cancellation includes a reason for the cancellation.
18. The method of claim 1 wherein the response can further comprise an ignore indication.
19. The method of claim 18 wherein receipt of the ignore indication acts as a rejection of the proposal or counterproposal .
20. The method of claim 18 wherein the ignore indication is issued based on an explicit act by a user.
21. The method of claim 18 wherein the ignore indication is issued based on inaction by a user.
22. The method of claim 1 further comprising transmitting a message registering displeasure with any proposal, counterproposal, or acceptance.
23. The method of claim 22 wherein the message registering displeasure comprises an "Evil" message.
24. The method of claim 23 wherein an Evil message has a cumulative effect upon a recipient's ability to use the computer network.
25. The method of claim 24 wherein the cumulative effect grows exponentially.
26. A computer-implemented method of producing an optimal environment for an online activity involving two or more computer network users, the method comprising: allowing a first user to send a proposal for an online activity to one or more other users, the proposal specifying parameters associated with the proposed online activity; and enabling the first user and one or more other users to negotiate the parameters of the proposal until an agreement is reached.
27. The method of claim 26, wherein the online activity comprises one or more of the following activities: exchanging voice messages, playing an online game, finding a route from one client computer to another, transferring files, direct instant messaging, exchanging avatars, or participating in a chat room.
28. The method of claim 26, wherein the online activity comprises e-commerce.
29. The method of claim 26, wherein the online activity comprises a collaborative effort on a project.
30. The method of claim 26 wherein allowing a first user to send a proposal is implemented using a negotiation protocol .
31. The method of claim 26 wherein negotiating parameters of the proposal comprises selectively exchanging one or more counterproposal messages until an acceptance or a rejection occurs.
32. A negotiation protocol for facilitating interactions between users on a computer network, the protocol comprising: a proposal message type including parameters descriptive of a proposed activity; an acceptance message type indicating agreement with all parameters of a proposal; a rejection message type indicating disagreement with at least one of a proposal's parameters; and a cancel message type for withdrawing a proposal issued in a previous proposal message.
33. The negotiation protocol of claim 32 wherein the proposal message type can be used to issue a counterproposal message in response to a received proposal message, the counterproposal message including at least one parameter that differs from the proposal message's parameters.
34. The negotiation protocol of claim 32 wherein the proposal, acceptance, rejection and cancel message types can be used to negotiate the parameters of one or more of following activities: exchanging voice messages, playing an online game, finding a route from one client computer to another, transferring files, direct instant messaging, exchanging avatars, or participating in a chat room.
35. The negotiation protocol of claim 32 wherein the rejection message type indicates that the proposed activity is unsupported by a client computer associated with a recipient of the proposal .
36. The negotiation protocol of claim 32 wherein the rejection message type indicates that the proposed activity was denied by a recipient of the proposal .
37. The negotiation protocol of claim 32 wherein the rejection message type indicates that a recipient of the proposal explicitly ignored the proposal.
38. The negotiation protocol of claim 32 wherein the rejection message type indicates that the proposal timed-out.
39. The negotiation protocol of claim 32 wherein the rejection message type indicates that the proposal message could not be understood.
40. A computer-based system for facilitating interactions among users of a computer-network, the system comprising: two or more client computers having software that allows different users to interact with each other; and a negotiation protocol, supported by each of the client computers, that allows users to negotiate parameters of an online activity.
41. The system of claim 40 in which the software on the client computers enables users to interact in one or more of the following activities: exchanging voice messages, playing an online game, finding a route from one client computer to another, transferring files, direct instant messaging, exchanging avatars, or participating in a chat room.
42. The system of claim 40 in which the client computer software comprises an instant messaging client application.
43. The system of claim 40 in which the negotiation protocol comprises the following message types: a proposal message type including parameters descriptive of a proposed activity; an acceptance message type indicating agreement with all parameters of a proposal; a rejection message type indicating disagreement with at least one of a proposal's parameters; and a cancel message type for withdrawing a proposal issued in a previous proposal message.
44. The system of claim 43 in which negotiation protocol messages are exchanged among users until mutually agreeable parameters of an online activity are established.
45. The system of claim 40 further comprising a software- implemented mechanism for registering displeasure with a user's behavior during a negotiation session.
46. The system of claim 45 wherein the mechanism for registering displeasure enables a user to affect another user's ability to access system resources.
47. A computer protocol process for conducting a negotiation between two or more online computer users, including a first user and a second user, with the objective of engaging in a mutually desirable online activity in an environment having specified characteristics, the process comprising: (a) issuing a proposal message from the first user to the second user, the proposal message specifying the particular environmental characteristics desired by the first user; (b) issuing a first response from the second user to the first user, the response comprising an accept message indicating agreement with the proposal, a reject message indicating disagreement with at least one aspect of the proposal, or a counterproposal offering to change one or more aspects of the proposal; (c) if the second user issues a counterproposal, issuing a second response from the first user to the second user, the second response comprising an accept message indicating agreement with the counterproposal, a reject message indicating disagreement with at least one aspect of the counterproposal, or another counterproposal offering to change one or more aspects of the counterproposal; and (d) repeating steps (b) and (c) until acceptance, rejection or cancellation occur, cancellation representing a withdrawal of a proposal or counterproposal.
48. A computer-implemented method of facilitating e- commerce transactions between users of a computer network, the method comprising: transmitting to another user a first user's proposal for an e-commerce transaction; the proposal comprising one or more parameters descriptive of the proposed transaction; receiving a response from the other user, the response comprising an acceptance, a rejection, or a counterproposal; and selectively completing the proposed transaction depending on the received response.
49. The method of claim 48, wherein the e-commerce transaction comprises a sale/purchase of goods/services.
50. The method of claim 48, wherein the e-commerce transaction comprises a sale/purchase of intangible property.
51. The method of claim 48, wherein the parameters of the proposal comprise price, delivery details, model, style, color, and warranty details.
52. Computer software, tangibly embodied in a computer- readable medium or propagated carrier signal, for facilitating interaction among users of a computer network, the software comprising instructions for causing a computer system to perform the following operations: allow a first user to send a proposal for an online activity to one or more other users, the proposal specifying parameters associated with the proposed online activity; and enable the first user and one or more other users to negotiate the parameters of the proposal until an agreement is reached .
PCT/US2000/021186 1999-08-04 2000-08-04 Managing negotiations between users of a computer network WO2001011852A2 (en)

Priority Applications (4)

Application Number Priority Date Filing Date Title
EP00955345A EP1198944A2 (en) 1999-08-04 2000-08-04 Managing negotiations between users of a computer network
AU67564/00A AU6756400A (en) 1999-08-04 2000-08-04 Managing negotiations between users of a computer network
CA002381174A CA2381174C (en) 1999-08-04 2000-08-04 Managing negotiations between users of a computer network
JP2001515603A JP2003506783A (en) 1999-08-04 2000-08-04 Manage negotiations between computer network users

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US09/366,544 1999-08-04
US09/366,544 US6496851B1 (en) 1999-08-04 1999-08-04 Managing negotiations between users of a computer network by automatically engaging in proposed activity using parameters of counterproposal of other user

Publications (2)

Publication Number Publication Date
WO2001011852A2 true WO2001011852A2 (en) 2001-02-15
WO2001011852A3 WO2001011852A3 (en) 2002-02-07

Family

ID=23443469

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2000/021186 WO2001011852A2 (en) 1999-08-04 2000-08-04 Managing negotiations between users of a computer network

Country Status (7)

Country Link
US (3) US6496851B1 (en)
EP (1) EP1198944A2 (en)
JP (2) JP2003506783A (en)
CN (1) CN1322448C (en)
AU (1) AU6756400A (en)
CA (1) CA2381174C (en)
WO (1) WO2001011852A2 (en)

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1461716A2 (en) * 2001-10-26 2004-09-29 Linqware, Inc. System and method for using an instant messaging environment to establish a hosted application sharing session
US7203724B2 (en) 2001-07-09 2007-04-10 Kabushiki Kaisha Square Enix Message exchanging system and monitoring system for confirming complaint accuracy
CN100342688C (en) * 2003-12-15 2007-10-10 国际商业机器公司 Methods and systems of instant message secure client control
JP2008210381A (en) * 2001-12-15 2008-09-11 Thomson Licensing Server invoked time scheduled videoconference
US8861485B2 (en) 2008-10-22 2014-10-14 Rohde & Schwarz Gmbh & Co. Kg Self-organizing communications network and method for the operation thereof
US20160241565A1 (en) * 2000-05-22 2016-08-18 Ekmk Limited Liability Company Conveying requests to service persons using avatars acting as proxies

Families Citing this family (151)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7065553B1 (en) * 1998-06-01 2006-06-20 Microsoft Corporation Presentation system with distributed object oriented multi-user domain and separate view and model objects
US6873992B1 (en) 1999-09-07 2005-03-29 Robolaw Corporation Method and system for automated document generation
US20020007362A1 (en) * 1999-04-30 2002-01-17 Thoughtbridge Apparatus and Method for Facilitating Agreement Over a Network
US6879994B1 (en) * 1999-06-22 2005-04-12 Comverse, Ltd System and method for processing and presenting internet usage information to facilitate user communications
US6496851B1 (en) * 1999-08-04 2002-12-17 America Online, Inc. Managing negotiations between users of a computer network by automatically engaging in proposed activity using parameters of counterproposal of other user
US7720762B1 (en) 2002-10-03 2010-05-18 Gofigure Payments, Llc System and method for electronically processing commercial transactions based upon threshold amount
US7376583B1 (en) 1999-08-10 2008-05-20 Gofigure, L.L.C. Device for making a transaction via a communications link
US20060167986A1 (en) * 1999-08-30 2006-07-27 Trzyna Peter K Internet telephone system
US20040193722A1 (en) * 1999-08-30 2004-09-30 Donovan Kevin Remington Joseph Bartholomew Universal instant messaging system for the internet
US8448059B1 (en) * 1999-09-03 2013-05-21 Cisco Technology, Inc. Apparatus and method for providing browser audio control for voice enabled web applications
JP4357699B2 (en) * 1999-10-20 2009-11-04 富士通株式会社 Notification method and notification system for communication means
US7418506B1 (en) * 1999-11-12 2008-08-26 International Business Machines Corporation Apparatus for connection management and the method therefor
US6755743B1 (en) * 1999-12-08 2004-06-29 Kabushiki Kaisha Sega Enterprises Communication game system and processing method thereof
US7020778B1 (en) * 2000-01-21 2006-03-28 Sonera Smarttrust Oy Method for issuing an electronic identity
JP2001222498A (en) * 2000-02-07 2001-08-17 Isao:Kk Communication system, its method, server device for the system. and computer readable recording medium recording program
US7262778B1 (en) 2000-02-11 2007-08-28 Sony Corporation Automatic color adjustment of a template design
US7058903B1 (en) 2000-02-11 2006-06-06 Sony Corporation Image database jog/shuttle search
US7810037B1 (en) 2000-02-11 2010-10-05 Sony Corporation Online story collaboration
US8407595B1 (en) 2000-02-11 2013-03-26 Sony Corporation Imaging service for automating the display of images
US7136528B2 (en) 2000-02-11 2006-11-14 Sony Corporation System and method for editing digital images
AU2001238380A1 (en) * 2000-02-16 2001-08-27 Bea Systems Inc. Open market collaboration system for enterprise wide electronic commerce
US6651086B1 (en) * 2000-02-22 2003-11-18 Yahoo! Inc. Systems and methods for matching participants to a conversation
US8335994B2 (en) 2000-02-25 2012-12-18 Salmon Alagnak Llc Method and apparatus for providing content to a computing device
US7240093B1 (en) * 2000-02-29 2007-07-03 Microsoft Corporation Use of online messaging to facilitate selection of participants in game play
US20020023134A1 (en) * 2000-04-03 2002-02-21 Roskowski Steven G. Method and computer program product for establishing real-time communications between networked computers
US7844670B2 (en) * 2000-04-03 2010-11-30 Paltalk Holdings, Inc. Method and computer program product for establishing real-time communications between networked computers
US6684238B1 (en) * 2000-04-21 2004-01-27 International Business Machines Corporation Method, system, and program for warning an email message sender that the intended recipient's mailbox is unattended
US7047279B1 (en) * 2000-05-05 2006-05-16 Accenture, Llp Creating collaborative application sharing
US7056217B1 (en) * 2000-05-31 2006-06-06 Nintendo Co., Ltd. Messaging service for video game systems with buddy list that displays game being played
US7146410B1 (en) * 2000-06-07 2006-12-05 Nortel Networks Limited System and method for executing control protocols among nodes in separate IP networks
KR100363952B1 (en) * 2000-08-08 2002-12-12 학교법인 인하학원 A Method for Multimedia Communication on Mobile PCs
US6807566B1 (en) * 2000-08-16 2004-10-19 International Business Machines Corporation Method, article of manufacture and apparatus for processing an electronic message on an electronic message board
US7251695B2 (en) * 2000-08-17 2007-07-31 Aspen Technology, Inc. Computer network communication method and apparatus
US7788323B2 (en) * 2000-09-21 2010-08-31 International Business Machines Corporation Method and apparatus for sharing information in a virtual environment
JP2002140278A (en) * 2000-10-31 2002-05-17 Sony Corp Device and method for processing information, and storage medium
JP2002157206A (en) 2000-11-17 2002-05-31 Square Co Ltd Method and system for taking part in electronic conference
US7957514B2 (en) 2000-12-18 2011-06-07 Paltalk Holdings, Inc. System, method and computer program product for conveying presence information via voice mail
US20020143869A1 (en) * 2001-01-03 2002-10-03 Hal Cohen Method and apparatus for making random introductions electronically
CN1322450C (en) * 2001-03-16 2007-06-20 Emc公司 Network file sharing method and system
US7062555B1 (en) 2001-04-06 2006-06-13 Networks Associates Technology, Inc. System and method for automatic selection of service provider for efficient use of bandwidth and resources in a peer-to-peer network environment
US7181506B1 (en) * 2001-04-06 2007-02-20 Mcafee, Inc. System and method to securely confirm performance of task by a peer in a peer-to-peer network environment
US6856990B2 (en) * 2001-04-09 2005-02-15 Intel Corporation Network dedication system
US6907447B1 (en) * 2001-04-30 2005-06-14 Microsoft Corporation Method and apparatus for providing an instant message notification
US20020198994A1 (en) * 2001-05-15 2002-12-26 Charles Patton Method and system for enabling and controlling communication topology, access to resources, and document flow in a distributed networking environment
US20030070072A1 (en) * 2001-10-09 2003-04-10 Nick Nassiri System and method of identity and signature and document authentication using a video conference
US6983370B2 (en) * 2001-11-27 2006-01-03 Motorola, Inc. System for providing continuity between messaging clients and method therefor
US6651100B2 (en) * 2002-03-12 2003-11-18 Lexmark International, Inc. Automatic negotiation of an internet protocol address for a network connected device
FR2839169B1 (en) * 2002-04-24 2004-12-17 Cit Alcatel DATA MANAGEMENT METHOD FOR THE CONDUCT OF INTERACTIVE SOFTWARE
US7720910B2 (en) 2002-07-26 2010-05-18 International Business Machines Corporation Interactive filtering electronic messages received from a publication/subscription service
US9124447B2 (en) * 2002-07-26 2015-09-01 International Business Machines Corporation Interactive client computer communication
US6891934B1 (en) 2002-08-20 2005-05-10 Bellsouth Intellectual Property Corporation IP handset-based voice mail notification
US7027836B2 (en) * 2002-09-10 2006-04-11 Eastman Kodak Company Method and system for establishing a communication network
US7844662B2 (en) 2002-10-17 2010-11-30 At&T Intellectual Property Ii, L.P. Merging instant messaging (IM) chat sessions
US20040078445A1 (en) * 2002-10-17 2004-04-22 Malik Dale W. Forwarding instant messaging (IM) messages
US7716289B2 (en) * 2002-10-17 2010-05-11 At&T Intellectual Property I, L.P. Transferring instant messaging (IM) messages
US20040081199A1 (en) * 2002-10-29 2004-04-29 Lopez Ricardo Jorge Multi-channel communication system and method based on class of service requirements
US20040093427A1 (en) * 2002-10-29 2004-05-13 Lopez Ricardo Jorge Service diversity for communication system
US20040162878A1 (en) * 2002-11-22 2004-08-19 Lewis Michael Pescatello System and method to facilitate real-time communications and content sharing among users over a network
US7219153B1 (en) 2002-12-02 2007-05-15 Cisco Technology, Inc. Methods and apparatus for distributing content
US7263614B2 (en) * 2002-12-31 2007-08-28 Aol Llc Implicit access for communications pathway
US7949758B2 (en) * 2003-02-20 2011-05-24 Microsoft Corporation Electronically negotiating application layer properties
JP2004326318A (en) * 2003-04-23 2004-11-18 Murata Mach Ltd Communication device
US7549924B2 (en) * 2003-05-09 2009-06-23 Microsoft Corporation Instant messaging embedded games
US20050021645A1 (en) * 2003-05-27 2005-01-27 Kiran Kulkarni Universal presence indicator and instant messaging system
US20050137015A1 (en) * 2003-08-19 2005-06-23 Lawrence Rogers Systems and methods for a role-playing game having a customizable avatar and differentiated instant messaging environment
US20080059366A1 (en) * 2003-09-02 2008-03-06 Augustine Fou Method and system for secure transactions
US8180840B2 (en) * 2003-10-14 2012-05-15 At&T Intellectual Property I, L.P. Automatically replying to instant messaging (IM) messages
US20050086248A1 (en) * 2003-10-16 2005-04-21 Charles Atchison Issue tracking
US20050132009A1 (en) * 2003-12-11 2005-06-16 International Business Machines Corporation Instant message awareness and migration allowing for multiple simultaneous client logins
US8635273B2 (en) 2004-03-05 2014-01-21 Aol Inc. Announcing new users of an electronic communications system to existing users
US8239452B2 (en) * 2004-05-01 2012-08-07 Microsoft Corporation System and method for discovering and publishing of presence information on a network
US7491123B2 (en) * 2004-07-29 2009-02-17 Nintendo Co., Ltd. Video game voice chat with amplitude-based virtual ranging
US7785197B2 (en) * 2004-07-29 2010-08-31 Nintendo Co., Ltd. Voice-to-text chat conversion for remote video game play
US7669213B1 (en) 2004-10-28 2010-02-23 Aol Llc Dynamic identification of other viewers of a television program to an online viewer
US20060136999A1 (en) * 2004-12-16 2006-06-22 Martin Kreyscher Trust based relationships
US7558267B2 (en) * 2005-02-11 2009-07-07 Microsoft Corporation Method and system for placing restrictions on sessions
JP2008538028A (en) * 2005-03-30 2008-10-02 ウェルチ アレン, インコーポレイテッド Communication of information between multiple network elements
JP4632439B2 (en) * 2005-08-05 2011-02-16 株式会社スクウェア・エニックス Communication control program and computer terminal
CN1852125A (en) * 2005-08-17 2006-10-25 华为技术有限公司 Method for expanding one-to-one conversation to multi-to-multi conversation
CN100415331C (en) * 2005-08-19 2008-09-03 华为技术有限公司 Invitation match method and system for game
CN1801808A (en) * 2005-08-24 2006-07-12 华为技术有限公司 Method and system for improving resource utilization efficiency in communication network
US20070218986A1 (en) * 2005-10-14 2007-09-20 Leviathan Entertainment, Llc Celebrity Voices in a Video Game
US8195747B2 (en) * 2005-12-20 2012-06-05 International Business Machines Corporation User identity based instant messaging session monitoring
US20070156923A1 (en) * 2005-12-29 2007-07-05 Webex Communications, Inc. Methods and apparatuses for tracking progress of an invited participant
US20070174384A1 (en) * 2006-01-25 2007-07-26 John Abd-El-Malek Sidebar communication system and method
CN101026614B (en) * 2006-02-23 2011-05-18 华为技术有限公司 Media type parameter negotiation method
CA2647636A1 (en) * 2006-03-30 2008-03-06 Obopay Inc. Mobile person-to-person payment system
US20070244811A1 (en) * 2006-03-30 2007-10-18 Obopay Inc. Mobile Client Application for Mobile Payments
US20080032741A1 (en) * 2006-03-30 2008-02-07 Obopay Programmable Functionalities for Mobile Consumer Communications Devices with Identification-Modules
US7873573B2 (en) * 2006-03-30 2011-01-18 Obopay, Inc. Virtual pooled account for mobile banking
US8249965B2 (en) * 2006-03-30 2012-08-21 Obopay, Inc. Member-supported mobile payment system
US20070255662A1 (en) * 2006-03-30 2007-11-01 Obopay Inc. Authenticating Wireless Person-to-Person Money Transfers
US8532021B2 (en) * 2006-03-30 2013-09-10 Obopay, Inc. Data communications over voice channel with mobile consumer communications devices
US8576851B2 (en) * 2006-09-22 2013-11-05 Microsoft Corporation Integrating data with conversations
WO2008043296A1 (en) * 2006-09-29 2008-04-17 Tencent Technology (Shenzhen) Company Limited Method, equipment and system for joining a network game
CN101075941B (en) * 2007-05-31 2011-01-05 腾讯科技(深圳)有限公司 Method and system for sharing game by invitation and instant telecommunication end
CN101155044B (en) * 2006-09-29 2010-06-09 腾讯科技(深圳)有限公司 Method and user's set for inviting instant communication user into network game
CN101073708B (en) * 2007-06-14 2010-07-07 腾讯科技(深圳)有限公司 Method and system for participating game and game service system
AU2007307196B2 (en) 2006-10-04 2012-02-09 Welch Allyn, Inc. Dynamic medical object information base
US8073116B2 (en) * 2007-01-03 2011-12-06 At&T Intellectual Property I. L.P. Interactive handling of disputes
WO2008089475A1 (en) 2007-01-19 2008-07-24 Etsy, Inc. Method and apparatus for requesting products
WO2008095140A1 (en) * 2007-01-31 2008-08-07 Bids Trading, L.P. Electronic block trading system and method of operation
US20080195448A1 (en) * 2007-02-09 2008-08-14 May Darrell R Method Of Processing Calendar Events, And Associated Handheld Electronic Device
US20090319425A1 (en) * 2007-03-30 2009-12-24 Obopay, Inc. Mobile Person-to-Person Payment System
US20100063935A1 (en) * 2007-03-30 2010-03-11 Obopay, Inc. Multi-Factor Authorization System and Method
US20080281760A1 (en) * 2007-04-30 2008-11-13 Bellsouth Intellectual Property Corporation Service Negotiation
US20090030980A1 (en) * 2007-07-23 2009-01-29 Kevin Remington Joseph Donovan Universal instant messaging system for the internet
US8190904B2 (en) * 2007-07-23 2012-05-29 Jesse Andrew Hatter System for executing remote electronic notarization and signatory verification and authentication
US8345049B2 (en) * 2007-08-16 2013-01-01 International Business Machine Corporation Method and apparatus for predicting avatar movement in a virtual universe
US7990387B2 (en) 2007-08-16 2011-08-02 International Business Machines Corporation Method and apparatus for spawning projected avatars in a virtual universe
US9003304B2 (en) * 2007-08-16 2015-04-07 International Business Machines Corporation Method and apparatus for moving an avatar in a virtual universe
EP2026264A2 (en) 2007-08-17 2009-02-18 Searete LLC Effectively documenting irregularities in a responsive user's environment
US8127235B2 (en) 2007-11-30 2012-02-28 International Business Machines Corporation Automatic increasing of capacity of a virtual space in a virtual world
US20090164919A1 (en) 2007-12-24 2009-06-25 Cary Lee Bates Generating data for managing encounters in a virtual world environment
US7392290B1 (en) * 2008-01-07 2008-06-24 International Business Machines Corporation System for providing transparent participation of third parties in instant messaging communication
WO2009102867A1 (en) * 2008-02-12 2009-08-20 Bids Trading, L.P. Real-time portfolio balancing and/or optimization system and method
US20090216650A1 (en) * 2008-02-21 2009-08-27 Americo Salas Peralta Cyber Pub (CP)
US20090228559A1 (en) * 2008-03-06 2009-09-10 International Business Machines Corporation Rating system for instant messaging (im)
WO2009114876A2 (en) * 2008-03-14 2009-09-17 Obopay, Inc. Network-based viral payment system
US7519663B1 (en) * 2008-04-08 2009-04-14 International Business Machines Corporation System for recalling declined meetings
US8671349B2 (en) * 2008-05-15 2014-03-11 International Business Machines Corporation Virtual universe teleportation suggestion service
US20100057857A1 (en) * 2008-08-27 2010-03-04 Szeto Christopher T Chat matching
US20100077057A1 (en) * 2008-09-23 2010-03-25 Telefonaktiebolaget Lm Ericsson (Publ) File Transfer in Conference Services
JP5354571B2 (en) * 2008-10-02 2013-11-27 シャープ株式会社 Network system, communication apparatus, communication method, and communication program
JP5727692B2 (en) * 2008-12-04 2015-06-03 任天堂株式会社 Program and information processing apparatus
JP5181247B2 (en) * 2008-12-04 2013-04-10 任天堂株式会社 Information processing device
JP5493201B2 (en) * 2008-12-04 2014-05-14 任天堂株式会社 Program and information processing apparatus
US8539359B2 (en) * 2009-02-11 2013-09-17 Jeffrey A. Rapaport Social network driven indexing system for instantly clustering people with concurrent focus on same topic into on-topic chat rooms and/or for generating on-topic search results tailored to user preferences regarding topic
US8725819B2 (en) * 2009-03-23 2014-05-13 Sony Corporation Chat system, server device, chat method, chat execution program, storage medium stored with chat execution program, information processing unit, image display method, image processing program, storage medium stored with image processing program
US9626681B2 (en) * 2009-04-02 2017-04-18 International Business Machiines Corporation Negotiable information access in electronic social networks
US9235831B2 (en) 2009-04-22 2016-01-12 Gofigure Payments, Llc Mobile payment systems and methods
CN102428691A (en) * 2009-05-01 2012-04-25 阿里·坎 Communication network signaling
US9237294B2 (en) 2010-03-05 2016-01-12 Sony Corporation Apparatus and method for replacing a broadcasted advertisement based on both heuristic information and attempts in altering the playback of the advertisement
US20110289154A1 (en) * 2010-05-19 2011-11-24 Log Corp. Online chatting system and method for user connected to website
US20120042263A1 (en) 2010-08-10 2012-02-16 Seymour Rapaport Social-topical adaptive networking (stan) system allowing for cooperative inter-coupling with external social networking systems and other content sources
US9832528B2 (en) 2010-10-21 2017-11-28 Sony Corporation System and method for merging network-based content with broadcasted programming content
US8676937B2 (en) 2011-05-12 2014-03-18 Jeffrey Alan Rapaport Social-topical adaptive networking (STAN) system allowing for group based contextual transaction offers and acceptances and hot topic watchdogging
US9271329B2 (en) 2012-02-06 2016-02-23 Qualcomm Incorporated Systems and methods for enabling stations to connect to wireless hotspots using non-unicode service set identification information
US9876829B2 (en) * 2012-07-12 2018-01-23 Sony Corporation Display control apparatus, display control method, program, and communication system
US9425974B2 (en) 2012-08-15 2016-08-23 Imvu, Inc. System and method for increasing clarity and expressiveness in network communications
US10116598B2 (en) 2012-08-15 2018-10-30 Imvu, Inc. System and method for increasing clarity and expressiveness in network communications
US9443271B2 (en) * 2012-08-15 2016-09-13 Imvu, Inc. System and method for increasing clarity and expressiveness in network communications
US10769725B1 (en) * 2013-06-05 2020-09-08 Bids Trading, L.P. System and methods for optimizing the effectiveness of interaction between participants in an electronic trading environment
US10122656B2 (en) * 2013-08-05 2018-11-06 Oath Inc. Systems and methods for managing electronic communications
US11095585B2 (en) 2014-06-14 2021-08-17 Trisha N. Prabhu Detecting messages with offensive content
CN104112003B (en) * 2014-07-14 2018-07-27 广州华多网络科技有限公司 The method and system that the performance of game terminal is detected
US20160380926A1 (en) * 2015-06-28 2016-12-29 International Business Machines Corporation Establishing Sender Identities in Synchronous and Asynchronous Communications
US10289465B2 (en) * 2016-08-23 2019-05-14 International Business Machines Corporation Generating tailored error messages
WO2018176013A1 (en) * 2017-03-24 2018-09-27 Inmentis, Llc Social media system with navigable, artificial-intelligence-based graphical user interface with gamification
JP7073693B2 (en) * 2017-12-04 2022-05-24 富士フイルムビジネスイノベーション株式会社 Information processing equipment and information processing programs
US11379546B2 (en) 2019-02-13 2022-07-05 The Toronto-Dominion Bank System and method for controlling visibility of elements of displayed electronic content

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0788269A2 (en) * 1996-01-31 1997-08-06 AT&T Corp. Method for providing information during a chat session

Family Cites Families (48)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3701971A (en) 1970-10-09 1972-10-31 Burroughs Corp Terminal message monitor
US3753234A (en) 1972-02-25 1973-08-14 Reliance Electric Co Multicomputer system with simultaneous data interchange between computers
US3910322A (en) 1972-08-24 1975-10-07 Westinghouse Electric Corp Test set controlled by a remotely positioned digital computer
US4063220A (en) 1975-03-31 1977-12-13 Xerox Corporation Multipoint data communication system with collision detection
US4045789A (en) 1975-10-29 1977-08-30 Atari, Inc. Animated video image display system and method
US4126851A (en) 1975-11-03 1978-11-21 Okor Joseph K Programmable television game system
US4414621A (en) 1977-06-13 1983-11-08 Canadian Patents & Development Ltd. Interactive visual communications system
GB2023314B (en) 1978-06-15 1982-10-06 Ibm Digital data processing systems
US4521014A (en) 1982-09-30 1985-06-04 Sitrick David H Video game including user visual image
US4572509A (en) 1982-09-30 1986-02-25 Sitrick David H Video game network
US4648061A (en) * 1982-11-09 1987-03-03 Machines Corporation, A Corporation Of New York Electronic document distribution network with dynamic document interchange protocol generation
US4570930A (en) 1983-10-03 1986-02-18 At&T Bell Laboratories System, method, and station interface arrangement for playing video game over telephone lines
JPS60166392U (en) 1984-04-16 1985-11-05 株式会社 ユニバ−サル video game device
CA1245361A (en) 1984-06-27 1988-11-22 Kerry E. Thacher Tournament data system
US4856787B1 (en) 1986-02-05 1997-09-23 Fortunet Inc Concurrent game network
DE3608148A1 (en) 1986-03-12 1987-09-24 Schwab Technologieberatung ARRANGEMENT FOR MONITORING AND DISPLAYING CHESS PARTIES
JPS6442954A (en) * 1987-08-10 1989-02-15 Hitachi Ltd Charging system
US4987492A (en) 1987-09-28 1991-01-22 Stults Robert A User interface control for communication system
US4974173A (en) 1987-12-02 1990-11-27 Xerox Corporation Small-scale workspace representations indicating activities by other users
US5107443A (en) 1988-09-07 1992-04-21 Xerox Corporation Private regions within a shared workspace
US5265221A (en) 1989-03-20 1993-11-23 Tandem Computers Access restriction facility method and apparatus
US5083800A (en) 1989-06-09 1992-01-28 Interactive Network, Inc. Game of skill or chance playable by several participants remote from each other in conjunction with a common event
US5220501A (en) * 1989-12-08 1993-06-15 Online Resources, Ltd. Method and system for remote delivery of retail banking services
US5119319A (en) 1989-12-14 1992-06-02 Options Unlimited Research Corp. Full-duplex video communication system
US5504837A (en) * 1993-05-10 1996-04-02 Bell Communications Research, Inc. Method for resolving conflicts among distributed entities through the generation of counter proposals by transversing a goal hierarchy with acceptable, unacceptable, and indeterminate nodes
US5586257A (en) * 1994-05-05 1996-12-17 Perlman; Stephen G. Network architecture to support multiple site real-time video games
EP0774186A4 (en) * 1994-05-05 2005-07-20 Catapult Entertainment Inc Network architecture for real-time video games
US6065047A (en) * 1996-01-24 2000-05-16 America Online, Inc. System for providing subscriber with access to a content area customized for the combination of subscriber's responses to topic prompt, subtopic prompt, and action prompt
US5987503A (en) * 1996-06-28 1999-11-16 Fujitsu Limited System and method for displaying an electronic mail containing a keyword detected in a chat session message
EP0825787A1 (en) * 1996-08-12 1998-02-25 BRITISH TELECOMMUNICATIONS public limited company Negotiation process for connection management
IL119364A (en) * 1996-10-06 2000-11-21 Icq Inc Communications system
US5828839A (en) * 1996-11-14 1998-10-27 Interactive Broadcaster Services Corp. Computer network chat room based on channel broadcast in real time
US6212649B1 (en) * 1996-12-30 2001-04-03 Sentar, Inc. System and method for providing highly-reliable coordination of intelligent agents in a distributed computing system
US6152824A (en) * 1997-03-06 2000-11-28 Mpath Interactive, Inc. Online gaming architecture
US6339784B1 (en) * 1997-05-20 2002-01-15 America Online, Inc. Self-policing, rate limiting online forums
US6073105A (en) * 1997-06-13 2000-06-06 Tele-Publishing, Inc. Interactive personals online network method and apparatus
US5964660A (en) * 1997-06-18 1999-10-12 Vr-1, Inc. Network multiplayer game
US6081830A (en) * 1997-10-09 2000-06-27 Gateway 2000, Inc. Automatic linking to program-specific computer chat rooms
US6055519A (en) * 1997-10-11 2000-04-25 I2 Technologies, Inc. Framework for negotiation and tracking of sale of goods
JPH11143966A (en) 1997-11-06 1999-05-28 Hitachi Ltd Electronic sales promotion and business talk method and its execution system
US5991739A (en) * 1997-11-24 1999-11-23 Food.Com Internet online order method and apparatus
US6212548B1 (en) * 1998-07-30 2001-04-03 At & T Corp System and method for multiple asynchronous text chat conversations
US6755543B1 (en) * 1998-11-02 2004-06-29 Magna Mirror Systems Inc. Coordinating pivoting and extending vehicle mirror
US6425012B1 (en) * 1998-12-28 2002-07-23 Koninklijke Philips Electronics N.V. System creating chat network based on a time of each chat access request
US6064981A (en) * 1999-06-17 2000-05-16 Barni; Neil A. Method for online display and negotiation of cargo rates
US6496851B1 (en) * 1999-08-04 2002-12-17 America Online, Inc. Managing negotiations between users of a computer network by automatically engaging in proposed activity using parameters of counterproposal of other user
US6755743B1 (en) * 1999-12-08 2004-06-29 Kabushiki Kaisha Sega Enterprises Communication game system and processing method thereof
AU2001238380A1 (en) * 2000-02-16 2001-08-27 Bea Systems Inc. Open market collaboration system for enterprise wide electronic commerce

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0788269A2 (en) * 1996-01-31 1997-08-06 AT&T Corp. Method for providing information during a chat session

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
CIMPU V F ET AL: "CORBA-BASED MULTIMEDIA AUDIO CHAT" CANADIAN CONFERENCE ON ELECTRICAL AND COMPUTER ENGINEERING,XX,XX, vol. 1, 9 May 1999 (1999-05-09), pages 342-345, XP000998761 *

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160241565A1 (en) * 2000-05-22 2016-08-18 Ekmk Limited Liability Company Conveying requests to service persons using avatars acting as proxies
US7203724B2 (en) 2001-07-09 2007-04-10 Kabushiki Kaisha Square Enix Message exchanging system and monitoring system for confirming complaint accuracy
EP1461716A2 (en) * 2001-10-26 2004-09-29 Linqware, Inc. System and method for using an instant messaging environment to establish a hosted application sharing session
EP1461716A4 (en) * 2001-10-26 2009-05-06 Linqware Inc System and method for using an instant messaging environment to establish a hosted application sharing session
JP2008210381A (en) * 2001-12-15 2008-09-11 Thomson Licensing Server invoked time scheduled videoconference
CN100342688C (en) * 2003-12-15 2007-10-10 国际商业机器公司 Methods and systems of instant message secure client control
US8861485B2 (en) 2008-10-22 2014-10-14 Rohde & Schwarz Gmbh & Co. Kg Self-organizing communications network and method for the operation thereof

Also Published As

Publication number Publication date
US7216144B1 (en) 2007-05-08
US20070208865A1 (en) 2007-09-06
CA2381174A1 (en) 2001-02-15
JP2003506783A (en) 2003-02-18
US6496851B1 (en) 2002-12-17
CN1478352A (en) 2004-02-25
CN1322448C (en) 2007-06-20
US7415500B2 (en) 2008-08-19
WO2001011852A3 (en) 2002-02-07
EP1198944A2 (en) 2002-04-24
AU6756400A (en) 2001-03-05
CA2381174C (en) 2005-10-18
JP2009193591A (en) 2009-08-27

Similar Documents

Publication Publication Date Title
US6496851B1 (en) Managing negotiations between users of a computer network by automatically engaging in proposed activity using parameters of counterproposal of other user
US6484196B1 (en) Internet messaging system and method for use in computer networks
US6393464B1 (en) Method for controlling the delivery of electronic mail messages
US7639672B2 (en) System and method for peer-to-peer internet communication
AU2006242410B2 (en) Methods and apparatus for enabling a dynamic network of interactors according to personal trust levels between interactors
JP4302987B2 (en) Fusion of e-mail service and instant messaging service
US7188153B2 (en) System and method for managing connections in an online social network
US8352566B2 (en) Shared groups rostering system
CA2309974C (en) Multimedia direct communication system interlocking with http protocol
US20050027810A1 (en) Universal peer-to-peer internet messaging
US20130144951A1 (en) Communication management system with extensible command language to consolidate and control multiple diverse communication mechanisms
US20120272163A1 (en) Application-Specific Group Listing
KR100430910B1 (en) Group-independent message transfer method and system lending specified application module
JP2004240932A (en) Establishment method of private chat room
WO2002059802A1 (en) Non-recorded audio/video stream transmission using electronic mail
JP2003030101A (en) Management system for dynamic communication board
KR20030039045A (en) Massage transmission method for instant messanger
KR20020028593A (en) method for isolate harmful word
JP2002024150A (en) Information receiving/distributing system using groupware
Bradner Source Directed Access Control on the Internet
US20090030980A1 (en) Universal instant messaging system for the internet

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A2

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BY BZ CA CH CN CR CU CZ DE DK DM DZ EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NO NZ PL PT RO RU SD SE SG SI SK SL TJ TM TR TT TZ UA UG US UZ VN YU ZA ZW

AL Designated countries for regional patents

Kind code of ref document: A2

Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZW AM AZ BY KG KZ MD RU TJ TM AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF CG CI CM GA GN GW ML MR NE SN TD TG

121 Ep: the epo has been informed by wipo that ep was designated in this application
DFPE Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed before 20040101)
WWE Wipo information: entry into national phase

Ref document number: 2381174

Country of ref document: CA

WWE Wipo information: entry into national phase

Ref document number: 2000955345

Country of ref document: EP

AK Designated states

Kind code of ref document: A3

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BY BZ CA CH CN CR CU CZ DE DK DM DZ EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NO NZ PL PT RO RU SD SE SG SI SK SL TJ TM TR TT TZ UA UG US UZ VN YU ZA ZW

AL Designated countries for regional patents

Kind code of ref document: A3

Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZW AM AZ BY KG KZ MD RU TJ TM AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF CG CI CM GA GN GW ML MR NE SN TD TG

WWE Wipo information: entry into national phase

Ref document number: 008135185

Country of ref document: CN

WWP Wipo information: published in national office

Ref document number: 2000955345

Country of ref document: EP

REG Reference to national code

Ref country code: DE

Ref legal event code: 8642